[
    [
        {
            "aura": "",
            "caster_level": "0",
            "category": "Wondrous",
            "cost": "",
            "full_text": "<h1><span class=\"fontstyle0\">Opal of the Ild Rune</span></h1><hr /><p><em><span class=\"fontstyle2\">Master rune, rare (requires attunement)&nbsp;</span></em></p><p><span class=\"fontstyle0\">This triangular fire opal measures about three inches on each side and is half an inch thick. The </span><span class=\"fontstyle2\">ild </span><span class=\"fontstyle0\">rune&mdash;the rune of fire&mdash;shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.</span></p><p><span class=\"fontstyle3\"><strong>Ignite (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe the </span><span class=\"fontstyle2\">ild </span><span class=\"fontstyle0\">rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.<br /></span><span class=\"fontstyle3\"><strong>Fire Tamer (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you touch an open flame and scribe the </span><span class=\"fontstyle2\">ild </span><span class=\"fontstyle0\">rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire </span><span class=\"fontstyle0\">is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the </span><span class=\"fontstyle2\">ild </span><span class=\"fontstyle0\">rune in this manner. The radius extends by 20 feet per level of the expended spell slot.<br /></span><span class=\"fontstyle3\"><strong>Fire&rsquo;s Friend (Simple Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you have resistance to cold damage.<br /></span><span class=\"fontstyle3\"><strong>Combustion (Complex Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.<br /></span><span class=\"fontstyle3\"><strong>Flame Brand (Complex Property).</strong> </span><span class=\"fontstyle0\">Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.<br /></span><span class=\"fontstyle3\"><strong>Flame Stoker (Complex Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.</span> </p>",
            "id": 10412,
            "name": "Opal of the Ild Rune",
            "price": "",
            "reference": "Usergen",
            "subcategory": "None",
            "weight": "-"
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Wondrous",
            "cost": "",
            "full_text": "<h1><span class=\"fontstyle0\">Orb of the Stein Rune</span></h1><hr /><p><span class=\"fontstyle1\"><em>Master rune, rare (requires attunement)</em><br /></span></p><p><span class=\"fontstyle0\">This spherical chunk of granite is about the size of a human fist. The </span><span class=\"fontstyle1\">stein </span><span class=\"fontstyle0\">rune&mdash;the rune of stone&mdash;appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.<br /></span></p><p><span class=\"fontstyle3\"><strong>Indomitable Stand (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe the </span><span class=\"fontstyle1\">stein </span><span class=\"fontstyle0\">rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end.<br /></span><span class=\"fontstyle3\"><strong>Stone Soul (Simple Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you cannot be petrified.<br /></span><span class=\"fontstyle3\"><strong>Stone&rsquo;s Secrets (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.<br /></span><span class=\"fontstyle3\"><strong>Crushing Brand (Complex Property).</strong> </span><span class=\"fontstyle0\">Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon&rsquo;s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.<br /></span><span class=\"fontstyle3\"><strong>Earthen Step (Complex Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you can cast </span><span class=\"fontstyle1\">meld into stone </span><span class=\"fontstyle0\">as a bonus action. You regain this ability after a short or long rest.<br /></span><span class=\"fontstyle3\"><strong>Overwhelming Bolt (Complex Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.</span> </p>",
            "id": 10413,
            "name": "Orb of the Stein Rune",
            "price": "",
            "reference": "Usergen",
            "subcategory": "None",
            "weight": ""
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Wondrous",
            "cost": "",
            "full_text": "<h1><span class=\"fontstyle0\">Pennant of the Vind Rune</span></h1><hr /><p><span class=\"fontstyle2\"><em>Master rune, rare (requires attunement)</em><br /></span></p><p><span class=\"fontstyle0\">This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The </span><span class=\"fontstyle2\">vind </span><span class=\"fontstyle0\">rune&mdash;the rune of wind&mdash;flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of </span><span class=\"fontstyle0\">the ordinary, and the sensation passes after a moment.<br /></span></p><p><span class=\"fontstyle4\"><strong>Comforting Wind (Simple Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.<br /></span><span class=\"fontstyle4\"><strong>Wind Step (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe the </span><span class=\"fontstyle2\">vind </span><span class=\"fontstyle0\">rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.<br /></span><span class=\"fontstyle4\"><strong>Wind&rsquo;s Grasp (Simple Property).</strong> </span><span class=\"fontstyle0\">As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall.<br /></span><span class=\"fontstyle4\"><strong>Howling Brand (Complex Property).</strong> </span><span class=\"fontstyle0\">Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon&rsquo;s attacks do not suffer disadvantage due to range. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.<br /></span><span class=\"fontstyle4\"><strong>Shrieking Bolt (Complex Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot&rsquo;s level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.<br /></span><span class=\"fontstyle4\"><strong>Wind Walker (Complex Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you can cast </span><span class=\"fontstyle2\">levitate </span><span class=\"fontstyle0\">as a bonus action. You regain this ability after a short or long rest.</span> </p>",
            "id": 10414,
            "name": "Pennant of the Vind Rune",
            "price": "",
            "reference": "Usergen",
            "subcategory": "None",
            "weight": ""
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Wondrous",
            "cost": "",
            "full_text": "<h1><span class=\"fontstyle0\">Shard of the Kalt Rune</span></h1><hr /><p><span class=\"fontstyle1\"><em>Master rune, rare (requires attunement)</em><br /></span></p><p><span class=\"fontstyle0\">This long, slender shard of ice is roughly the size of a dagger. The </span><span class=\"fontstyle1\">kalt </span><span class=\"fontstyle0\">rune&mdash;the rune of ice&mdash;glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally.<br /></span></p><p><span class=\"fontstyle2\"><strong>Frigid Touch (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe the </span><span class=\"fontstyle1\">kalt </span><span class=\"fontstyle0\">rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune.<br /></span><span class=\"fontstyle2\"><strong>Frost Friend (Simple Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you have resistance to fire damage.<br /></span><span class=\"fontstyle2\"><strong>Icy Mantle (Simple Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe the </span><span class=\"fontstyle1\">kalt </span><span class=\"fontstyle0\">rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.<br /></span><span class=\"fontstyle2\"><strong>Freezing Bolt (Complex Property).</strong> </span><span class=\"fontstyle0\">As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.<br /></span><span class=\"fontstyle2\"><strong>Ice Brand (Complex Property).</strong> </span><span class=\"fontstyle0\">Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage.In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.<br /></span><span class=\"fontstyle2\"><strong>Winter&rsquo;s Howl (Complex Property).</strong> </span><span class=\"fontstyle0\">While you are attuned to this rune, you can cast </span><span class=\"fontstyle1\">sleet storm </span><span class=\"fontstyle0\">as an action. You regain this ability after a short or long rest.</span> </p>",
            "id": 10415,
            "name": "Shard of the Kalt Rune",
            "price": "",
            "reference": "Usergen",
            "subcategory": "None",
            "weight": ""
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Wondrous",
            "cost": "",
            "full_text": "<div><h2>Holy Symbol of Ravenkind</h2><p><b>Category:</b> Wondrous</p><hr /><div>This item requires attunement by a cleric or paladin of good alignment</div><div>&nbsp;</div><div>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.</div><div>The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.</div><div>The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.</div><div>&nbsp;</div><div><strong>Hold Vampires</strong>: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.</div><div>&nbsp;</div><div><strong>Turn Undead</strong>: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.</div><div>&nbsp;</div><div><strong>Sunlight</strong>: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).</div></div>",
            "id": 10822,
            "name": "Holy Symbol of Ravenkind",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": ""
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "None",
            "cost": "",
            "full_text": "<div><h2>Tome of Strahd</h2><hr /><h2>&nbsp;</h2><p>The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.</p><hr /><p>&nbsp;</p><p><i>I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered auoss the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand. &hellip; All goodness slipped from my life; I found my youth and strength gone and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god&rsquo;s grace or justice. I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both. &hellip; From the families of the valley, one spirit shone above all others. A rare beauty, who was called &ldquo;perfection,&rdquo; &ldquo;joy,&rdquo; and &ldquo;treasure.&rdquo; Her name was Tatyana and I longed for her to be mine. I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! &ldquo;Old One&rdquo; was my name to her &ndash; &ldquo;elder&rdquo; and &ldquo;brother&rdquo; also. Her heart went to Sergei. They were betrothed. The date was set. &hellip; With words she called me &ldquo;brother,&rdquo; but when I looked into her eyes they reflected another name &ndash; &ldquo;death.&rdquo; It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine. The death she saw in me turned her from me. And so I came to hate death, my death. My hate is&nbsp;very strong: I would not be called &ldquo;death&rdquo; so soon. I made a pact with Vol, a pact of Blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood, his&hellip;divinity. I found Taryana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her! I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. &hellip; I have studied much since then. &ldquo;Vampyr&rdquo; is my new name. I still lust for life and youth, and I curse the living that took them from me. Even the sun is against me. it is the sun and light I fear the most. But little else can harm me now. Even a stake through my heart does not kill me, though it holds me from movement. But the sword, that cursed sword that Sergei brought! I must dispose of that awful tool! I fear and hate it as much as the sun. &hellip; I have learned much, too, about this land of Barovia. Ancient are its ways, ancient beyond the knowledge of the simple folk of the valley. A ancient saints dwelt in this valley long before my coming, and three hidden fanes still give tribute to their memories. I visted the Swamp Fane, the Forest Fane, and the Mountain Fane, and claimed their power for my own. Their servants now serve me, and thus I have become the Land. &hellip; I have often hunted for Tatyana. I have even felt her within my grasp, but she escapes me! She taunts me! She taunts me! What will it take to bend her love to me? I now reside far helow Ravenloft. I live among the dead and sleep beneath the very stones of this hollow castle of despair. I shall seal shut the walls of the stairs that none may disturb me.</i></p><p><i>Weight:</i> 5 lb</p></div>",
            "id": 10823,
            "name": "Tome of Strahd ",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": "5 lb"
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "None",
            "cost": "",
            "full_text": "<div><h2>Icon of Ravenloft</h2><hr /><h2>&nbsp;</h2><div>This item requires attunement by a creature of good alignment</div><div>&nbsp;</div><div>The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.</div><div>The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.</div><div>While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.</div><div>&nbsp;</div><div><strong>Augury</strong>: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.</div><div>&nbsp;</div><div><strong>Bane</strong> of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.</div><div>&nbsp;</div><div><strong>Cure Wounds</strong>: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.<hr /></div><p><i>Weight:</i> 10 lb</p></div>",
            "id": 10824,
            "name": "Icon of Ravenloft",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": "10 lb"
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Weapon",
            "cost": "",
            "full_text": "<h1>Blood Spear</h1><p><em>Spear, uncommon (requires attunement)</em></p><p>Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits on common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.</p><p>When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.</p>",
            "id": 11050,
            "name": "Blood Spear",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": "3 lb"
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Staff",
            "cost": "",
            "full_text": "<h1>Gulthias Staff</h1><p><em>Staff, rare (requires attunement)</em></p><p>Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.</p><p>If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.</p><p>Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness.</p><p>Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.</p>",
            "id": 11051,
            "name": "Gulthias Staff",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": "3 lb"
        },
        {
            "aura": "",
            "caster_level": "0",
            "category": "Weapon",
            "cost": "",
            "full_text": "<h1>Saint Markovia's Thighbone</h1><p><em>Weapon (mace), rare (requires attunement)</em></p><p>Saint Markovia's thighbone has the properties of a <a title=\"Mace of Disruption\" href=\"http://item.com/Mace of Disruption\">mace of disruption</a>. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.</p><p>As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.</p><p>Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.</p><p>Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.</p><p>The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.</p>",
            "id": 11052,
            "name": "Saint Markovia's Thighbone",
            "price": "",
            "reference": "CoS",
            "subcategory": "None",
            "weight": "4 lb"
        }
    ],
    [
        {
            "full_text": "<h1>ABI-DALZIM&rsquo;S HORRID WILTING</h1><p><em>8th-level necromancy</em></p><p><strong>Casting Time: </strong>1 action</p><p><strong>Range: </strong>150 feet</p><p><strong>Components: </strong>V, S, M (a bit of sponge)<strong> Duration: </strong>Instantaneous</p><p>You draw the moisture from every creature in a 30 -foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren&rsquo;t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.</p>",
            "id": 20147,
            "level": "Sorcerer 8, Warlock 8",
            "name": "Abi-dalzim's Horrid Wilting",
            "reference": "EEPC",
            "school": "Necromancy",
            "short_description": "You draw the moisture from every creature in a 30 -foot cube centered on a point you choose within range.",
            "spellcraft_dc": "18",
            "subschool": "None"
        },
        {
            "full_text": "<h1>Absorb Elements</h1><p><em>1st-level abjuration</em></p><p><strong>Casting Time: </strong> 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage.<br /><strong>Range: </strong> Self<br /><strong>Components: </strong>S<br /><strong>Duration: </strong>1 round</p><p>The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.</p><p><strong><em>At Higher Levels. </em></strong> When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.</p><p>&nbsp;</p>",
            "id": 20148,
            "level": "Druid 1, Ranger 1, Wizard 1",
            "name": "Absorb Elements",
            "reference": "EEPC",
            "school": "Abjuration",
            "short_description": "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.",
            "spellcraft_dc": "11",
            "subschool": "None"
        },
        {
            "full_text": "<h1>AGANAZZAR&rsquo;S SCORCHER</h1><p><em>2nd-level evocation</em></p><p><strong>Casting Time: </strong> 1 action<strong> Range: </strong>30 feet</p><p><strong>Components: </strong> V, S, M (a red dragon&rsquo;s scale)<strong> Duration: </strong>Instantaneous</p><p>A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.</p><p>A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.</p><p><strong><em>At Higher Levels. </em></strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.</p>",
            "id": 20149,
            "level": "Sorcerer 2, Wizard 2",
            "name": "Aganazzar's Scorcher",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.",
            "spellcraft_dc": "12",
            "subschool": "None"
        },
        {
            "full_text": "<h1>BEAST BOND</h1><p><em>1st-level divination</em></p><p><strong>Casting Time: </strong> 1 action<strong> <br />Range: </strong>Touch</p><p><strong>Components: </strong> V, S, M (a bit of fur wrapped in a cloth)<strong> <br />Duration: </strong>Concentration, up to 10 minutes</p><p>You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.</p><p>&nbsp;</p>",
            "id": 20150,
            "level": "Druid 1, Ranger 1",
            "name": "Beast Bond",
            "reference": "EEPC",
            "school": "Divination",
            "short_description": "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you.",
            "spellcraft_dc": "11",
            "subschool": "None"
        },
        {
            "full_text": "<h1>BONES OF THE EARTH</h1><p><em>6th-level transmutation</em></p><p><strong>Casting Time: </strong> 1 action<br /><strong>Range: </strong> 120 feet<br /><strong>Components: </strong> V, S<br /><strong>Duration: </strong> Instantaneous</p><p>You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.</p><p>If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.</p><p>If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.</p><p><strong><em>At Higher Levels</em></strong> . When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.</p><p>&nbsp;</p>",
            "id": 20151,
            "level": "Druid 6",
            "name": "Bones of the Earth",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You cause up to six pillars of stone to burst from places on the ground that you can see within range.",
            "spellcraft_dc": "16",
            "subschool": "None"
        },
        {
            "full_text": "<h1>CATAPULT</h1><p><em>1st-level transmutation</em></p><p><strong>Casting Time: </strong> 1 action</p><p><strong>Range: </strong> 150 feet</p><p><strong>Components: </strong> S</p><p><strong>Duration: </strong> Instantaneous</p><p>Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.</p><p><strong><em>At Higher Levels</em></strong>. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.</p>",
            "id": 20152,
            "level": "Sorcerer 1, Wizard 1",
            "name": "Catapult",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.",
            "spellcraft_dc": "11",
            "subschool": "None"
        },
        {
            "full_text": "<h1>CREATE BONFIRE</h1><p><em>Conjuration cantrip</em></p><p><strong>Casting Time</strong> : 1 action<br /><strong>Range</strong> : 60 feet<br /><strong>Components</strong> : V, S<br /><strong>Duration</strong> : Concentration, up to 1 minute</p><p>You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5 -foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.</p><p>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p><h1>&nbsp;</h1>",
            "id": 20153,
            "level": "Druid 0, Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Create Bonfire",
            "reference": "EEPC",
            "school": "Conjuration",
            "short_description": "You create a bonfire on ground that you can see within range.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>CONTROL FLAMES</h1><p><em>Transmutation cantrip</em></p><p><strong>Casting Time: </strong> 1 action<strong> <br />Range: </strong>60 feet<strong> <br />Components: </strong>S<br /><strong>Duration: </strong> Instantaneous or 1 hour (see below)</p><p>You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:</p><p style=\"padding-left: 30px;\">&bull; You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.</p><p style=\"padding-left: 30px;\">&bull; You instantaneously extinguish the flames within the cube.</p><p style=\"padding-left: 30px;\">&bull; You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.</p><p style=\"padding-left: 30px;\">&bull; You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.</p><p>If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p>",
            "id": 20154,
            "level": "Druid 0, Sorcerer 0, Wizard 0",
            "name": "Control Flames",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Control a nonmagical flame within range.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>CONTROL WINDS</h1><p><em>5th-level transmutation</em></p><p><strong>Casting Time: </strong> 1 action</p><p><strong>Range: </strong> 300 feet</p><p><strong>Components: </strong> V, S</p><p><strong>Duration: </strong> Concentration, up to 1 hour</p><p>You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.</p><p><strong><em>Gusts. </em></strong> A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.</p><p><strong><em>Downdraft. </em></strong> You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must</p><p>make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.</p><p><strong><em>Updraft. </em></strong> You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.</p>",
            "id": 20155,
            "level": "Druid 5, Sorcerer 5, Wizard 5",
            "name": "Control Winds",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You take control of the air in a 100-foot cube that you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>DUST DEVIL</h1><p><em>2nd-level conjuration</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>60 feet<br /><strong>Components: </strong>V, S, M (a pinch of dust)<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell&rsquo;s duration.</p><p>Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn&rsquo;t pushed.</p><p>As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.</p>",
            "id": 20156,
            "level": "Druid 2, Sorcerer 2, Wizard 2",
            "name": "Dust Devil",
            "reference": "EEPC",
            "school": "Conjuration",
            "short_description": "An elemental force that resembles a dust devil appears.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p>EARTHBIND</p><p><em>2nd-level transmutation</em></p><p><strong>Casting Time: </strong>1 action</p><p><strong>Range: </strong>300 feet</p><p><strong>Components: </strong>V</p><p><strong>Duration: </strong>Concentration, up to 1 minute&nbsp;</p><p>Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its &nbsp;flying speed (if any) is reduced to 0 feet for the spell&rsquo;s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.</p>",
            "id": 20157,
            "level": "Druid 2, Sorcerer 2, Warlock 2, Wizard 2",
            "name": "Earthbind",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Reduces flying speed to 0.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>EARTH TREMOR</h1><p><em>1st-level evocation</em></p><p><strong>Casting Time: </strong>1 action</p><p><strong>Range: </strong>Self (10-foot radius)</p><p><strong>Components: </strong>V, S</p><p><strong>Duration: </strong>Instantaneous</p><p>You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</p><p>&nbsp;</p>",
            "id": 20158,
            "level": "Bard 1, Druid 1, Sorcerer 1, Wizard 1",
            "name": "Earth Tremor",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You cause a tremor in the ground in a 10-foot radius.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>ELEMENTAL BANE</h1><p><em>4th-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>90 feet<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.&nbsp;</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.</p><h1>&nbsp;</h1>",
            "id": 20159,
            "level": "Druid 4, Warlock 4, Wizard 4",
            "name": "Elemental Bane",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Target gets 2d6 extra damage each time it is hit by the same damage type as chosen by the spell.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>ERUPTING EARTH</h1><p><em>3rd-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>120 feet<br /><strong>Components: </strong>V, S, M (a piece of obsidian)<br /><strong>Duration: </strong>Instantaneous</p><p>Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.</p>",
            "id": 20160,
            "level": "Druid 3, Sorcerer 3, Wizard 3",
            "name": "Erupting Earth",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "A fountain of churned earth and stone erupts in a 20-foot cube centered on a point on the ground within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>FLAME ARROWS</h1><p><em>3rd-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Touch<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 1 hour</p><p>You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell&rsquo;s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.</p>",
            "id": 20161,
            "level": "Druid 3, Ranger 3, Sorcerer 3, Wizard 3",
            "name": "Flame Arrows",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>FROSTBITE</h1><p><em>Evocation cantrip</em></p><p><strong>Casting Time</strong>: 1 action<br /><strong>Range</strong>: 60 feet&nbsp;<br /><strong>Components</strong>: V, S&nbsp;<br /><strong>Duration</strong>: Instantaneous</p><p>You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.&nbsp;</p><p>The spell&rsquo;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>",
            "id": 20162,
            "level": "Druid 0, Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Frostbite",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You cause numbing frost to form on one creature that you can see within range.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>GUST</h1><p><em>Transmutation cantrip</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>30 feet<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Instantaneous</p><p>You seize the air and compel it to create one of the following effects at a point you can see within range:&nbsp;</p><ul><li>One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.</li><li>You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn&rsquo;t pushed with enough force to cause damage.</li><li>You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.</li></ul>",
            "id": 20163,
            "level": "Druid 0, Sorcerer 0, Wizard 0",
            "name": "Gust",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You seize the air and compel it to create a special effect.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>ICE KNIFE</h1><p><em>1st-level conjuration</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>60 feet<br /><strong>Components: </strong>S, M (a drop of water or piece of ice)<strong> <br />Duration: </strong>Instantaneous</p><p>You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.</p>",
            "id": 20164,
            "level": "Druid 1, Sorcerer 1, Wizard 1",
            "name": "Ice Knife",
            "reference": "EEPC",
            "school": "Conjuration",
            "short_description": "You create a shard of ice and fling it at one creature within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>IMMOLATION</h1><p><em>5th-level evocation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>90 feet<strong> <br />Components: </strong>V<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell&rsquo;s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one.&nbsp;</p><p>These magical flames can&rsquo;t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.</p>",
            "id": 20165,
            "level": "Sorcerer 5, Wizard 5",
            "name": "Immolation",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "Flames wreathe one creature you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>INVESTITURE OF FLAME</h1><p><em>6th-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell&rsquo;s duration. The flames don&rsquo;t harm you. Until the spell ends, you gain the following benefits:</p><ul><li>You are immune to fire damage and have resistance to cold damage.</li><li>Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.</li></ul><ul><li>You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direc-tion you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.</li></ul>",
            "id": 20166,
            "level": "Druid 6, Sorcerer 6, Warlock 6, Wizard 6",
            "name": "Investiture of Flame",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell\u2019s duration.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>INVESTITURE OF ICE</h1><p><em>6th-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>Until the spell ends, ice rimes your body, and you gain the following benefits:</p><ul><li>You are immune to cold damage and have resistance to fire damage.</li></ul><ul><li>You can move across difficult terrain created by ice or snow without spending extra movement.</li><li>The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.&nbsp;</li></ul><ul><li>You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.</li></ul>",
            "id": 20167,
            "level": "Druid 6, Sorcerer 6, Warlock 6, Wizard 6",
            "name": "Investiture of Ice",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Until the spell ends, ice rimes your body and you gain several benefits.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>INVESTITURE OF STONE</h1><p><em>6th-level transmutation</em>&nbsp;</p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>Until the spell ends, bits of rock spread across your body, and you gain the following benefits:</p><ul><li>You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</li><li>You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.</li><li>You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can&rsquo;t end your movement there. If you do so, you are ejected to the&nbsp;nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.</li></ul>",
            "id": 20168,
            "level": "Druid 6, Sorcerer 6, Warlock 6, Wizard 6",
            "name": "Investiture of Stone",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Until the spell ends, bits of rock spread across your body, and you gain some benefits.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p>INVESTITURE OF WIND</p><p><em>6th-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>Until the spell ends, wind whirls around you, and you gain the following benefits:</p><ul><li>Ranged weapon attacks made against you have disad-vantage on the attack roll.</li><li>You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.</li></ul><ul><li>You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.</li></ul>",
            "id": 20169,
            "level": "Druid 6, Sorcerer 6, Warlock 6, Wizard 6",
            "name": "Investiture of Wind",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Until the spell ends, wind whirls around you, and you gain additional benefits.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>MAELSTROM</h1><p><em>5th-level evocation</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>120 feet<br /><strong>Components: </strong>V, S, M (paper or leaf in the shape of a funnel)<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.</p>",
            "id": 20170,
            "level": "Druid 5",
            "name": "Maelstrom",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>MAGIC STONE</h1><p><em>Transmutation cantrip</em></p><p><strong>Casting Time: </strong>1 bonus action<strong> <br />Range: </strong>Touch<br /><strong>Components: </strong>V, S<strong> <br />Duration: </strong>1 minute</p><p>You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker&rsquo;s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.</p><p>Hit or miss, the spell then ends on the stone.</p><p>If you cast this spell again, the spell ends early on any pebbles still affected by it.</p>",
            "id": 20171,
            "level": "Druid 0, Warlock 0",
            "name": "Magic Stone",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>MAXIMILIAN&rsquo;S EARTHEN GRASP</h1><p><em>2nd-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>30 feet<br /><strong>Components: </strong>V, S, M (a miniature hand sculpted from clay)<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>You choose a 5-foot- square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell&rsquo;s duration.&nbsp;</p><p>As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.</p><p>To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.</p><p>As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.</p>",
            "id": 20172,
            "level": "Sorcerer 2, Wizard 2",
            "name": "Maximilian's Earthen Grasp",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "A medium hand made from compacted soil rises and attacks one creature.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>MELF&rsquo;S MINUTE METEORS</h1><p><em>3rd-level evocation</em>&nbsp;</p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>Self<br /><strong>Components: </strong>V, S, M (niter, sulfur, and pine tar formed into a bead)<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>You create six tiny meteors in your space. They float in the air and orbit you for the spell&rsquo;s duration. When you cast the spell&mdash;and as a bonus action on each of your turns thereafter&mdash;you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.</p>",
            "id": 20173,
            "level": "Sorcerer 3, Wizard 3",
            "name": "Melf's Minute Meteors",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You create six tiny meteors in your space.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>MOLD EARTH</h1><p><em>Transmutation cantrip</em></p><p><strong>Casting Time: </strong>1 action<br /><strong> Range: </strong>30 feet<strong> <br />Components: </strong>S<br /><strong>Duration: </strong>Instantaneous or 1 hour (see below)</p><p>You choose a portion of dirt or stone that you can see within range and that fits within a 5- foot cube. You manipulate it in one of the following ways:</p><ul><li>If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn&rsquo;t have enough force to cause damage.</li><li>You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.</li><li>If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.</li></ul><p>If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p>",
            "id": 20174,
            "level": "Druid 0, Sorcerer 0, Wizard 0",
            "name": "Mold Earth",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Manipulate stone or dirt.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>PRIMORDIAL WARD</h1><p><em>6th-level abjuration</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 1 minute</p><p>You have resistance to acid, cold, fire, lightning, and thunder damage for the spell&rsquo;s duration.</p><p>When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.</p>",
            "id": 20175,
            "level": "Druid 6",
            "name": "Primordial Ward",
            "reference": "EEPC",
            "school": "Abjuration",
            "short_description": "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell\u2019s duration.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>PYROTECHNICS</h1><p><em>2nd-level transmutation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>60 feet<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Instantaneous</p><p>Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.</p><p><strong><em>Fireworks. </em></strong>The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.</p><p><strong><em>Smoke. </em></strong>Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.</p>",
            "id": 20176,
            "level": "Bard 2, Sorcerer 2, Wizard 2",
            "name": "Pyrotechnics",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You can extinguish the fire in an area, and you create either fireworks or smoke.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>SHAPE WATER</h1><p><em>Transmutation cantrip</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>30 feet<strong> <br />Components: </strong>S<br /><strong>Duration: </strong>Instantaneous or 1 hour (see below)</p><p>You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:</p><ul><li>You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any This movement doesn&rsquo;t have enough force to cause damage.</li></ul><ul><li>You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.</li><li>You change the water&rsquo;s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.</li><li>You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.</li></ul><p>If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p>",
            "id": 20177,
            "level": "Druid 0, Sorcerer 0, Wizard 0",
            "name": "Shape Water",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You can manipulate an area of water.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>SKYWRITE</h1><p><em>2nd-level transmutation (ritual)</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Sight<strong> <br />Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 1 hour</p><p>You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell&rsquo;s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.</p>",
            "id": 20178,
            "level": "Bard 2, Druid 2, Wizard 2",
            "name": "Skywrite",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "You cause up to ten words to form in a part of the sky you can see.",
            "spellcraft_dc": "",
            "subschool": "ritual"
        },
        {
            "full_text": "<h1>SNILLOC&rsquo;S SNOWBALL SWARM</h1><p><em>2nd-level evocation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>90 feet<br /><strong>Components: </strong>V, S, M (a piece of ice or a small white rock chip)<br /><strong>Duration: </strong>Instantaneous</p><p>A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</p>",
            "id": 20179,
            "level": "Sorcerer 2, Wizard 2",
            "name": "Snilloc's Snowball Swarm",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A flurry of magic snowballs erupts from a point you choose within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>STORM SPHERE</h1><p><em>4th-level evocation</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>150 feet<br /><strong>Components: </strong>V, S<br /><strong>Duration: </strong>Concentration, up to 1 minute&nbsp;</p><p>A 20-foot- radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell&rsquo;s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere&rsquo;s space is difficult terrain.</p><p>Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.</p><p>Creatures within 30 feet of the sphere have disadvantage on Wisdom (<a href=\"http://skill.com/perception\">Perception</a>) checks made to listen.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.</p>",
            "id": 20180,
            "level": "Sorcerer 4, Wizard 4",
            "name": "Storm Sphere",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A 20-foot- radius sphere of whirling air springs into existence.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>THUNDERCLAP</h1><p><em>Evocation cantrip</em></p><p><strong>Casting Time</strong>: 1 action<br /><strong>Range</strong>: Self (5-foot radius)<br /><strong>Components</strong>: S<br /><strong>Duration</strong>: Instantaneous</p><p>You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.</p><p>The spell&rsquo;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>",
            "id": 20181,
            "level": "Bard 0, Druid 0, Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Thunderclap",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You create a burst of thunderous sound, which can be heard 100 feet away.",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>TIDAL WAVE</h1><p><em>3rd-level conjuration</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>120 feet<br /><strong>Components: </strong>V, S, M (a drop of water)<strong> <br />Duration: </strong>Instantaneous</p><p>You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn&rsquo;t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.</p>",
            "id": 20182,
            "level": "Druid 3, Wizard 3",
            "name": "Tidal Wave",
            "reference": "EEPC",
            "school": "Conjuration",
            "short_description": "You conjure up a wave of water that crashes down on an area within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p>TRANSMUTE ROCK</p><p><em>5th-level transmutation</em>&nbsp;</p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>120 feet<br /><strong>Components: </strong>V, S, M (clay and water)<strong> <br />Duration: </strong>Instantaneous</p><p>You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.</p><p><strong><em>Transmute Rock to Mud. </em></strong>Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell&rsquo;s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.</p><p><strong><em>Transmute Mud to Rock. </em></strong>Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell&rsquo;s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.</p>",
            "id": 20183,
            "level": "Druid 5, Wizard 5",
            "name": "Transmute Rock",
            "reference": "EEPC",
            "school": "Transmutation",
            "short_description": "Transmute mud to rock or vice versa.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>VITRIOLIC SPHERE</h1><p><em>4th-level evocation</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>150 feet<br /><strong>Components: </strong>V, S, M (a drop of giant slug bile)<strong> <br />Duration: </strong>Instantaneous</p><p>You point at a place within range, and a glowing 1- foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature</p><p>takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.</p><p><strong><em>At Higher Levels. </em></strong>When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.</p>",
            "id": 20184,
            "level": "Sorcerer 4, Wizard 4",
            "name": "Vitriolic Sphere",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You point at a place within range, and a glowing 1- foot ball of emerald acid streaks there and explodes in a 20-foot radius.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>WALL OF SAND</h1><p><em>3rd-level evocation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>90 feet<br /><strong>Components: </strong>V, S, M (a handful of sand)<strong> <br />Duration: </strong>Concentration, up to 10 minutes</p><p>You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall&rsquo;s space and must spend 3 feet of movement for every 1 foot it moves there.</p>",
            "id": 20185,
            "level": "Wizard 3",
            "name": "Wall of Sand",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You conjure up a wall of swirling sand on the ground at a point you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>WALL OF WATER</h1><p><em>3rd-level evocation</em>&nbsp;</p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>60 feet<br /><strong>Components: </strong>V, S, M (a drop of water)<strong> <br />Duration: </strong>Concentration, up to 10 minutes</p><p>You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall&rsquo;s space is difficult terrain.</p><p>Any ranged weapon attack that enters the wall&rsquo;s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5 -foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall&rsquo;s water doesn&rsquo;t fill it.</p>",
            "id": 20186,
            "level": "Druid 3, Sorcerer 3, Wizard 3",
            "name": "Wall of Water",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "You conjure up a wall of water on the ground at a point you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>WARDING WIND</h1><p><em>2nd-level evocation</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>Self<strong> <br />Components: </strong>V<br /><strong>Duration: </strong>Concentration, up to 10 minutes</p><p>A strong wind (20 miles per hour) blows around you in a 10 -foot radius and moves with you, remaining centered on you. The wind lasts for the spell&rsquo;s duration.</p><p>The wind has the following effects:</p><ul><li>It deafens you and other creatures in its area.</li><li>It extinguishes unprotected flames in its area that are torch-sized or smaller.</li><li>The area is difficult terrain for creatures other than you.</li><li>The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.</li><li>It hedges out vapor, gas, and fog that can be dispersed by strong wind.</li></ul>",
            "id": 20187,
            "level": "Bard 2, Druid 2, Sorcerer 2",
            "name": "Warding Wind",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A strong wind (20 miles per hour) blows around you in a 10 -foot radius and moves with you, remaining centered on you. The wind lasts for the spell\u2019s duration.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>WATERY SPHERE</h1><p><em>4th-level conjuration</em></p><p><strong>Casting Time: </strong>1 action<strong> <br />Range: </strong>90 feet<br /><strong>Components: </strong>V, S, M (a droplet of water)<strong> <br />Duration: </strong>Concentration, up to 1 minute</p><p>You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground.</p><p>The sphere remains for the spell&rsquo;s duration.</p><p>Any creature in the sphere&rsquo;s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.</p><p>The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.</p><p>As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground.</p><p>Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.</p><p>When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it.</p><p>Any creature restrained by the sphere is knocked prone in the space where it falls.</p>",
            "id": 20188,
            "level": "Druid 4, Sorcerer 4, Wizard 4",
            "name": "Watery Sphere",
            "reference": "EEPC",
            "school": "Conjuration",
            "short_description": "You conjure up a sphere of water with a 10-foot radius on a point you can see within range.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>WHIRLWIND</h1><p><em>7th-level evocation</em></p><p><strong>Casting Time: </strong>1 action<br /><strong>Range: </strong>300 feet<br /><strong>Components: </strong>V, M (a piece of straw)<strong> <br />Duration: </strong>Concentration, up to 1 minute</p><p>A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren&rsquo;t secured to anything and that aren&rsquo;t worn or carried by anyone.</p><p>A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.</p><p>A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 &times; 10 feet away from it in a random direction.</p>",
            "id": 20189,
            "level": "Druid 7, Wizard 7",
            "name": "Whirlwind",
            "reference": "EEPC",
            "school": "Evocation",
            "short_description": "A whirlwind howls down to a point on the ground you specify.",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1>Booming Blade</h1><p><em>Evocation cantrip </em></p><p><strong>Casting Time:</strong> 1 action <br /><strong>Range:</strong> 5 feet <br /><strong>Components:</strong> V,M (a weapon) <br /><strong>Duration:</strong> 1 round</p><p>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes Id8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels, At 5th level, the melee attack deals an extra Id8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by Id8 at 11th level and 17th level.</p>",
            "id": 20238,
            "level": "Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Booming Blade",
            "reference": "Usergen",
            "school": "Evocation",
            "short_description": "Deal thunder damage to a target that moves.",
            "spellcraft_dc": "0",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>Green-Flame Blade</h1><p><em>Evocation Cantrip</em></p><p><strong>Casting Time:</strong> 1 action<br /><strong>Range:</strong> 5 feet<br /><strong>Components</strong>: V,M (a weapon)<br /><strong>Duration:</strong> Instantaneous</p><p>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.</p>",
            "id": 20239,
            "level": "Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Green-Flame Blade",
            "reference": "Usergen",
            "school": "Evocation",
            "short_description": "On a hit,  green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it.",
            "spellcraft_dc": "0",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>Lightning Lure</h1><p><em>Evocation cantrip</em></p><p><strong>Casting Time:</strong> 1 action<br /><strong>Range</strong>: 15 feet<br /><strong>Components:</strong> V<br /><strong>Duration:</strong> Instantaneous</p><p>You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8lightning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p>",
            "id": 20240,
            "level": "Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Lightning Lure",
            "reference": "Usergen",
            "school": "Evocation",
            "short_description": "You create a lash of lightning energy that strikes at one creature of your choice.",
            "spellcraft_dc": "0",
            "subschool": "cantrip"
        },
        {
            "full_text": "<h1>Sword Burst</h1><p><em>Conjuration Cantrip</em></p><p><strong>Casting Time:</strong> 1 action<br /><strong>Range:</strong> 5 feet<br /><strong>Components:</strong> V<br /><strong>Duration</strong>: Instantaneous</p><p>You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>",
            "id": 20241,
            "level": "Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Sword Burst",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "You create a momentary circle of spectral blades that sweep around you.",
            "spellcraft_dc": "0",
            "subschool": "cantrip"
        },
        {
            "full_text": "<p><span class=\"fontstyle0\">Arcane Hacking</span></p><hr /><p><span class=\"fontstyle1\"><em>2nd-level transmutation [technomagic]</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action <br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Self <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (hacking tools)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 hour </span></p><p><span class=\"fontstyle0\">You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells such as </span><em><span class=\"fontstyle1\">arcane lock</span></em><span class=\"fontstyle0\"> or </span><em><span class=\"fontstyle1\">glyph of warding</span></em><span class=\"fontstyle0\"> by making an Intelligence check using hacking tools against the spell save DC of the spell&rsquo;s caster. <br /></span><strong><span class=\"fontstyle3\">At Higher Levels.&nbsp;</span></strong><span class=\"fontstyle0\">When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell&rsquo;s level is equal to or less than the level of the spell slot you used.</span> </p>",
            "id": 20467,
            "level": "Wizard 2, Sorcerer 2, Warlock 2",
            "name": "Arcane Hacking",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "Advantage on Intelligence checks against encryption",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Commune with City</span></h1><hr /><p><em><span class=\"fontstyle1\">5th level divination (ritual)&nbsp;<br /></span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 minute<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Self <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Instantaneous <br /></span></p><p><span class=\"fontstyle0\">You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge <br />of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle0\">Terrain and bodies of water<br /></span><span class=\"fontstyle4\">&bull;</span> <span class=\"fontstyle0\">Prevalent buildings, plants, animals, or intelligent creatures <br /></span><span class=\"fontstyle4\">&bull;</span> <span class=\"fontstyle0\">Powerful (CR 1 or higher celestials, fey, fiends, elementals, or undead)<br /></span><span class=\"fontstyle4\">&bull;</span> <span class=\"fontstyle0\">Influences from other planes of existence <br /></span><span class=\"fontstyle4\">&bull;</span> <span class=\"fontstyle0\">Electrical currents, wireless signals, and active transit lines and tracks <br /></span></p><p><span class=\"fontstyle0\">For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.</span> </p>",
            "id": 20468,
            "level": "Wizard 5, Sorcerer 5, Warlock 5",
            "name": "Commune with City",
            "reference": "Usergen",
            "school": "Divination",
            "short_description": "Gain knowledge of surrounding area within 600 ft",
            "spellcraft_dc": "",
            "subschool": "ritual"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Knowbot</span></h1><hr /><p><span class=\"fontstyle1\"><em>4th level conjuration (technomagic)</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action <br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Touch <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> 10 minutes <br />You touch a single computerized device or computer system to conjure a knowbot&mdash;a </span><span class=\"fontstyle0\">partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer[related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable). You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell&rsquo;s duration expires. <br /></span></p><p><strong><span class=\"fontstyle5\">At Higher Levels.</span></strong><span class=\"fontstyle0\"> When you cast this spell using a spell slot of 5th level or higher, the spell&rsquo;s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.</span> </p>",
            "id": 20469,
            "level": "Wizard 4, Sorcerer 4, Warlock 4",
            "name": "Conjure Knowbot",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon technomagic software",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Digital Phantom</span></h1><hr /><p><em><span class=\"fontstyle1\">2nd level abjuration (technomagic)<br /></span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Self <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (a small piece of copper wire)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 hour <br /></span></p><p><span class=\"fontstyle0\">This spell works to actively hide your presence within a computer system. For the spell&rsquo;s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</span></p>",
            "id": 20470,
            "level": "Wizard 2, Sorcerer 2, Warlock 2",
            "name": "Digital Phantom",
            "reference": "Usergen",
            "school": "Abjuration",
            "short_description": "+10 vs digital detection",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Find Vehicle</span></h1><hr /><p><span class=\"fontstyle1\"><em>2nd level conjuration</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 10 minutes<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 30 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> 8 hours <br /></span></p><p><span class=\"fontstyle0\">You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can&rsquo;t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear. <br /></span></p><p><strong><span class=\"fontstyle4\">At Higher Levels.</span> </strong><span class=\"fontstyle0\">When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary later vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or <br />higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM&rsquo;s approval.</span></p>",
            "id": 20471,
            "level": "Wizard 2, Sorcerer 2, Warlock 2",
            "name": "Find Vehicle",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a non-military land vehicle",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Haywire</span></h1><hr /><p><span class=\"fontstyle1\"><em>3rd level enchantment (technomagic)</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 90 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 minute <br /></span></p><p><span class=\"fontstyle0\">This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.</span></p><p><span class=\"fontstyle1\">1: </span><span class=\"fontstyle0\">The device shuts down and must be restarted. Do not roll again for this device until it is restarted. <br /> </span><span class=\"fontstyle1\">2&ndash;4:</span><span class=\"fontstyle0\"> The device does not function. <br /></span><span class=\"fontstyle1\"> 5:</span><span class=\"fontstyle0\"> The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. <br /> </span><span class=\"fontstyle1\">6:</span><span class=\"fontstyle0\"> The device is usable as normal. <br /></span></p><p><strong><span class=\"fontstyle5\">At Higher Levels.</span> </strong><span class=\"fontstyle0\">When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.</span></p>",
            "id": 20472,
            "level": "Wizard 3, Sorcerer 3, Warlock 3",
            "name": "Haywire",
            "reference": "Usergen",
            "school": "Enchantment",
            "short_description": "Destroy electronics within 10-ft of you",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><span class=\"fontstyle0\">Infallible Relay</span></p><hr /><p><span class=\"fontstyle1\"><em>1st level divination (technomagic)</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 minute<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Self <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (a mobile phone)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 10 minutes <br /></span></p><p><span class=\"fontstyle0\">With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell&rsquo;s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.</span> </p>",
            "id": 20473,
            "level": "Wizard 1, Sorcerer 1, Warlock 1",
            "name": "Infallible Relay",
            "reference": "Usergen",
            "school": "Divination",
            "short_description": "Contact other on same plane",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Invisibility to Cameras</span></h1><hr /><p><em><span class=\"fontstyle1\">3rd level illusion (technomagic)</span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 10 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (a scrap of black paper)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 minute <br /></span></p><p><span class=\"fontstyle0\">Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target&rsquo;s person. The targets remain visible to vision.</span></p>",
            "id": 20474,
            "level": "Wizard 3, Sorcerer 3, Warlock 3",
            "name": "Invisibility to Cameras",
            "reference": "Usergen",
            "school": "Illusion",
            "short_description": "Become invisible to electronics",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">On/Off</span></h1><hr /><p><em><span class=\"fontstyle1\">Transmutation cantrip (technomagic)<br /></span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 60 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Instantaneous <br /></span></p><p><span class=\"fontstyle0\">This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by </span><em><span class=\"fontstyle1\">on/off.</span></em></p>",
            "id": 20475,
            "level": "Wizard 0, Sorcerer 0, Warlock 0",
            "name": "On/Off",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "Activate or deactivate electronic devices",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Protection from Ballistics</span></h1><hr /><p><em><span class=\"fontstyle1\">3rd level abjuration<br /></span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Touch <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (a shell casing)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 10 minutes <br /></span></p><p><span class=\"fontstyle0\">This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.</span></p>",
            "id": 20476,
            "level": "Wizard 3, Sorcerer 3, Warlock 3",
            "name": "Protection from Ballistics",
            "reference": "Usergen",
            "school": "Abjuration",
            "short_description": "Resistance to ballistic damage",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Remote Access</span></h1><hr /><p><em><span class=\"fontstyle1\">1st level transmutation (technomagic)</span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 120 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> 10 minutes <br /></span></p><p><span class=\"fontstyle0\">You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device&rsquo;s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use </span><span class=\"fontstyle1\">remote access</span><span class=\"fontstyle0\"> with only one device at a time</span> </p>",
            "id": 20477,
            "level": "Wizard 1, Sorcerer 1, Warlock 1",
            "name": "Remote Access",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "Access device as if using hands",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Shutdown</span></h1><hr /><p><span class=\"fontstyle1\"><em>5th level transmutation (technomagic)</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> 120 feet <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 minute <br /></span></p><p><span class=\"fontstyle0\">This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.</span></p>",
            "id": 20478,
            "level": "Wizard 5, Sorcerer 5, Warlock 5",
            "name": "Shutdown",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "Shutdown all electronic devices in range",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Synchronicity</span></h1><hr /><p><span class=\"fontstyle1\"><em>4th level enchantment</em><br /></span></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 action<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Touch <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S <br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 hour <br /></span></p><p><span class=\"fontstyle0\">The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn&rsquo;t inconvenienced by mundane delays of any sort. Traffic lights are always green, there&rsquo;s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target&rsquo;s movement are made with disadvantage. </span></p><p><span class=\"fontstyle1\">Synchronicity</span><span class=\"fontstyle0\"> grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. </span></p><p><span class=\"fontstyle0\">In the event that two or more creatures under the effect of </span><span class=\"fontstyle1\">synchronicity</span><span class=\"fontstyle0\"> are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. </span> </p>",
            "id": 20479,
            "level": "Wizard 4, Sorcerer 4, Warlock 4",
            "name": "Synchronicity",
            "reference": "Usergen",
            "school": "Enchantment",
            "short_description": "Minor advantages to ease life",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">System Backdoor</span></h1><hr /><p><em><span class=\"fontstyle1\">4th level transmutation (technomagic)<br /></span></em></p><p><strong><span class=\"fontstyle2\">Casting Time:</span></strong><span class=\"fontstyle0\"> 1 minute<br /></span></p><p><strong><span class=\"fontstyle2\">Range:</span></strong><span class=\"fontstyle0\"> Personal <br /></span></p><p><strong><span class=\"fontstyle2\">Components:</span></strong><span class=\"fontstyle0\"> V, S, M (hacking tools)<br /></span></p><p><strong><span class=\"fontstyle2\">Duration:</span></strong><span class=\"fontstyle0\"> Concentration, up to 1 hour <br /></span></p><p><span class=\"fontstyle0\">This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator[level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. <br /> Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.</span></p><p><strong><span class=\"fontstyle2\">At Higher Levels</span><span class=\"fontstyle0\">:</span> </strong><span class=\"fontstyle0\">When you cast this spell using a spell slot of 5th level or higher, you are </span><span class=\"fontstyle0\">able to bypass technomagic spells if the spell&rsquo;s level is equal to or less than the level of the spell slot you used.</span></p>",
            "id": 20480,
            "level": "Wizard 4, Sorcerer 4, Warlock 4",
            "name": "System Backdoor",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "Bypass security on electronic devices",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Barlgura</span></h1><hr /><p><em><span class=\"fontstyle1\">4th-level conjuration<br /></span></em></p><p><span class=\"fontstyle2\"><strong>Casting Time:</strong> </span><span class=\"fontstyle0\">1 action<br /></span></p><p><span class=\"fontstyle2\"><strong>Range:</strong> </span><span class=\"fontstyle0\">60 feet<br /></span></p><p><span class=\"fontstyle2\"><strong>Components:</strong> </span><span class=\"fontstyle0\">V, S<br /></span></p><p><span class=\"fontstyle2\"><strong>Duration:</strong> </span><span class=\"fontstyle0\">Up to 10 minutes<br /></span></p><p><span class=\"fontstyle0\">You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.</span></p><p><span class=\"fontstyle0\">The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of <br />foes.<br /></span></p><p><span class=\"fontstyle0\">As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.</span></p>",
            "id": 20482,
            "level": "Wizard 4, Sorcerer 4",
            "name": "Conjure Barlgura",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a barlgura",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Hezrou</span></h1><hr /><p><em><span class=\"fontstyle1\">7th-level conjuration<br /></span></em></p><p><span class=\"fontstyle2\"><strong>Casting Time:</strong> </span><span class=\"fontstyle0\">1 action<br /></span></p><p><span class=\"fontstyle2\"><strong>Range:</strong> </span><span class=\"fontstyle0\">60 feet<br /></span></p><p><span class=\"fontstyle2\"><strong>Components:</strong> </span><span class=\"fontstyle0\">V, S, M (food worth at least 100 gp, which the spell consumes)<br /></span></p><p><span class=\"fontstyle2\"><strong>Duration:</strong> </span><span class=\"fontstyle0\">Concentration, up to 1 hour<br /></span></p><p><span class=\"fontstyle0\">You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.<br /></span></p><p><span class=\"fontstyle0\">The hezrou&rsquo;s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou&rsquo;s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food&rsquo;s value divided by 20. The check DC starts at 10 and increases by 2 <br />each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. <br /></span></p><p><span class=\"fontstyle0\">If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it <br />returns to the Abyss.<br /></span></p><p><span class=\"fontstyle0\">As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.</span> </p>",
            "id": 20483,
            "level": "Wizard 7, Sorcerer 7",
            "name": "Conjure Hezrou",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a Hezrou",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Lesser Demon</span></h1><hr /><p><em><span class=\"fontstyle1\">3rd-level conjuration<br /></span></em></p><p><span class=\"fontstyle2\"><strong>Casting Time:</strong> </span><span class=\"fontstyle0\">1 action<br /></span></p><p><span class=\"fontstyle2\"><strong>Range:</strong> </span><span class=\"fontstyle0\">60 feet<br /></span></p><p><span class=\"fontstyle2\"><strong>Components:</strong> </span><span class=\"fontstyle0\">V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)<br /></span></p><p><span class=\"fontstyle2\"><strong>Duration:</strong> </span><span class=\"fontstyle0\">Concentration, up to 1 hour</span></p><p><span class=\"fontstyle0\">You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears </span><span class=\"fontstyle0\">when it drops to 0 hit points or when the spell ends.<br /></span></p><p><span class=\"fontstyle0\">The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. </span></p><p><span class=\"fontstyle0\">As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.<br /></span></p><p><span class=\"fontstyle5\"><strong>At Higher Levels.</strong> </span><span class=\"fontstyle0\">When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.</span> </p>",
            "id": 20484,
            "level": "Wizard 3, Sorcerer 3",
            "name": "Conjure Lesser Demon",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a number of lesser demons",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Shadow Demon</span></h1><hr /><p><em><span class=\"fontstyle1\">4th-level conjuration<br /></span></em></p><p><span class=\"fontstyle2\"><strong>Casting Time:</strong> </span><span class=\"fontstyle0\">1 action<br /></span></p><p><span class=\"fontstyle2\"><strong>Range:</strong> </span><span class=\"fontstyle0\">60 feet<br /></span></p><p><span class=\"fontstyle2\"><strong>Components:</strong> </span><span class=\"fontstyle0\">V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)<br /></span></p><p><span class=\"fontstyle2\"><strong>Duration:</strong> </span><span class=\"fontstyle0\">Concentration, up to 1 hour </span></p><p><span class=\"fontstyle0\">You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.<br /></span></p><p><span class=\"fontstyle0\">Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.<br /></span></p><p><span class=\"fontstyle0\">As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot <br />cross the circle or target anyone in it while the spell lasts.</span> </p>",
            "id": 20485,
            "level": "Wizard 4, Sorcerer 4",
            "name": "Conjure Shadow Demon",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a shadow demon",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Conjure Vrock</span></h1><hr /><p><em><span class=\"fontstyle1\">5th-level conjuration<br /></span></em></p><p><span class=\"fontstyle2\"><strong>Casting Time:</strong> </span><span class=\"fontstyle0\">1 action<br /></span></p><p><span class=\"fontstyle2\"><strong>Range:</strong> </span><span class=\"fontstyle0\">60 feet<br /></span></p><p><span class=\"fontstyle2\"><strong>Components:</strong> </span><span class=\"fontstyle0\">V, S, M (a gem worth at least 100 gp, which the spell consumes)<br /></span></p><p><span class=\"fontstyle2\"><strong>Duration:</strong> </span><span class=\"fontstyle0\">Concentration, up to 1 hour</span></p><p><span class=\"fontstyle0\">You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.<br /></span></p><p><span class=\"fontstyle0\">The vrock&rsquo;s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock&rsquo;s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem&rsquo;s value divided by 20. The check DC starts at 10 and increases by 2 <br />each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.<br /></span></p><p><span class=\"fontstyle0\">If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure.&nbsp;</span>The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest &nbsp;creatures for 1d6 rounds before returning to the Abyss.</p><p><span class=\"fontstyle0\">As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.</span></p>",
            "id": 20486,
            "level": "Wizard 5, Sorcerer 5",
            "name": "Conjure Vrock",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "Summon a Vrock",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "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.</div>",
            "id": 22090,
            "level": "Wizard 5",
            "name": "Bigby's Hand",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. ",
            "spellcraft_dc": "5",
            "subschool": "None"
        },
        {
            "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></div>",
            "id": 22091,
            "level": "Cleric 7",
            "name": "Divine Word",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "Deafen creature, Any number of creatures within range are affected depending on their current HP",
            "spellcraft_dc": "7",
            "subschool": "None"
        },
        {
            "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.</div>",
            "id": 22092,
            "level": "Wizard 6",
            "name": "Drawmij's Instant Summons",
            "reference": "PhB",
            "school": "Conjuration",
            "short_description": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. ",
            "spellcraft_dc": "6",
            "subschool": "ritual"
        },
        {
            "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)</div>",
            "id": 22093,
            "level": "Wizard 4, Warlock 4",
            "name": "Evard's Black Tentacles",
            "reference": "PhB",
            "school": "Conjuration",
            "short_description": "Squirming, ebony tentacles fill a 20-foot square on  ground that you can see within range. ",
            "spellcraft_dc": "4",
            "subschool": "None"
        },
        {
            "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.</div>",
            "id": 22094,
            "level": "Wizard 4, Cleric 4",
            "name": "Leomund's Secret Chest",
            "reference": "PhB",
            "school": "Conjuration",
            "short_description": "You hide a chest, and all its contents, on the EtherealPlane. ",
            "spellcraft_dc": "4",
            "subschool": "None"
        },
        {
            "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.</div>",
            "id": 22095,
            "level": "Wizard 3, Bard 3, Fighter 3",
            "name": "Leomund's Tiny Hut",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration.",
            "spellcraft_dc": "3",
            "subschool": "ritual"
        },
        {
            "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.</div>",
            "id": 22096,
            "level": "Wizard 2, Druid 3, Fighter 7",
            "name": "Melf's Acid Arrow",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. ",
            "spellcraft_dc": "2",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22097,
            "level": "Wizard 4",
            "name": "Mordenkainen's Faithful Hound",
            "reference": "PhB",
            "school": "Conjuration",
            "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.",
            "spellcraft_dc": "4",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22098,
            "level": "Wizard 7, Bard 7",
            "name": "Mordenkainen's Magnificent Mansion",
            "reference": "PhB",
            "school": "Conjuration",
            "short_description": "You conjure an extradimensional dwelling in range that lasts for the duration.",
            "spellcraft_dc": "7",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22099,
            "level": "Wizard 4, Fighter 19",
            "name": "Mordenkainen's Private Sanctum",
            "reference": "PhB",
            "school": "Abjuration",
            "short_description": "You make an area within range magically secure. ",
            "spellcraft_dc": "4",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22100,
            "level": "Wizard 7, Bard 7",
            "name": "Mordenkainen's Sword",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration.",
            "spellcraft_dc": "7",
            "subschool": "None"
        },
        {
            "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></div>",
            "id": 22101,
            "level": "Wizard 2, Rogue 7",
            "name": "Nystul's Magic Aura",
            "reference": "PhB",
            "school": "Illusion",
            "short_description": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. ",
            "spellcraft_dc": "2",
            "subschool": "None"
        },
        {
            "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></div>",
            "id": 22104,
            "level": "Wizard 6",
            "name": "Otiluke's Freezing Sphere",
            "reference": "PhB",
            "school": "Evocation",
            "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. ",
            "spellcraft_dc": "6",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22105,
            "level": "Wizard 4, Fighter  (Eldritch Knight)",
            "name": "Otiluke's Resilient Sphere",
            "reference": "PhB",
            "school": "Evocation",
            "short_description": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. ",
            "spellcraft_dc": "4",
            "subschool": "None"
        },
        {
            "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></div>",
            "id": 22106,
            "level": "Wizard 6, Bard 6",
            "name": "Otto's Irresistible Dance",
            "reference": "PhB",
            "school": "Enchantment",
            "short_description": "Target creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.",
            "spellcraft_dc": "6",
            "subschool": "None"
        },
        {
            "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>",
            "id": 22107,
            "level": "Wizard 5",
            "name": "Rary's Telepathic Bond",
            "reference": "PhB",
            "school": "Divination",
            "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. ",
            "spellcraft_dc": "5",
            "subschool": "ritual"
        },
        {
            "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></div>",
            "id": 22109,
            "level": "Bard 1, Warlock 1 (Great Old One), Wizard 1, Rogue 3 (Arcane Trickster)",
            "name": "Tasha's Hideous Laughter",
            "reference": "PhB",
            "school": "Enchantment",
            "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. ",
            "spellcraft_dc": "1",
            "subschool": "None"
        },
        {
            "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></div>",
            "id": 22110,
            "level": "Wizard 1",
            "name": "Tenser's Floating Disk",
            "reference": "PhB",
            "school": "Conjuration",
            "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. ",
            "spellcraft_dc": "1",
            "subschool": "ritual"
        },
        {
            "full_text": "<div><h2>Catnap</h2></div><div><em>3rd-level Enchantment</em></div><div>&nbsp;</div><div><strong>Casting time:&nbsp;</strong>1 Action</div><div><strong>Range:&nbsp;</strong>30 feet<strong>&nbsp;</strong></div><div><strong>Components:&nbsp;</strong>S, M (a pinch of sand)&nbsp;</div><div><strong>Duration:&nbsp;</strong>10 minutes&nbsp;</div><div><hr /><p>You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell&rsquo;s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can&rsquo;t be affected by this spell again until it finishes a long rest.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.</p></div>",
            "id": 22289,
            "level": "Bard 3, Sorcerer 3, Wizard 3",
            "name": "Catnap",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Cause Fear</h2><p><em>1st-level necromancy</em>&nbsp;</p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.</p>",
            "id": 22290,
            "level": "Warlock 1, Wizard 1",
            "name": "Cause Fear",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Ceremony (Ritual)</h2></div><div><p><em>1st-level abjuration</em></p><p><strong>Casting time</strong>:&nbsp;1 Hour&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (25 gp worth of powdered silver,which the spell consumes)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.</p><p><strong>Atonement</strong>. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.<br />Bless Water. You touch one vial of water and cause it to become holy water.<br /><strong>Coming</strong> <strong>of</strong> <strong>Age</strong>. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.<br /><strong>Dedication</strong>. You touch one humanoid who wishes to be dedicated to your god&rsquo;s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.<br /><strong>Funeral</strong> <strong>Rite</strong>. You touch one corpse, and for the next 7 days, the target can&rsquo;t become undead by any means short of a wish spell.<br /><strong>Wedding</strong>. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.</p></div>",
            "id": 22291,
            "level": "Cleric 1, Paladin 1",
            "name": "Ceremony (Ritual)",
            "reference": "XGtE",
            "school": "Abjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "ritual"
        },
        {
            "full_text": "<div><h2>Chaos Bolt</h2><em>1st-level evocation</em></div><div>&nbsp;</div><div><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;</div><div><strong>Range</strong>:&nbsp;120 feet&nbsp;</div><div><strong>Components</strong>:&nbsp;V, S&nbsp;</div><div><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</div><div><hr /><p>&nbsp;You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the dSs. The number rolled on that die determines the attacks damage type, as shown below.</p><p>d8 / Damage Type<br />1 / Acid<br />2 / Cold<br />3 / Fire<br />4 / Force<br />5 / Lightning<br />6 / Poison<br />7 / Psychic<br />8 / Thunder<br />If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.</p></div>",
            "id": 22292,
            "level": "Sorcerer 1",
            "name": "Chaos Bolt",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Charm Monster</h2><p><em>4th-level enchantment</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;1 hour&nbsp;</p><hr /><p>&nbsp;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.</p>",
            "id": 22293,
            "level": "Bard 4, Druid 4, Sorcerer 4, Warlock 4, Wizard 4",
            "name": "Charm Monster",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Create Homunculus</h2><p><em>6th-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Hour&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can&rsquo;t be reduced in any way. You then drip your blood on the spell&rsquo;s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus&rsquo;s hit point maximum and current hit points are</p><p>both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus&rsquo;s hit points ends when you finish your next long rest. The reduction to your hit point maximum can&rsquo;t be removed by any means before then, except by the homunculus&lsquo;s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.</p></div>",
            "id": 22294,
            "level": "Wizard 6",
            "name": "Create Homunculus",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Crown of Stars</h2><p><em>7th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;1 hour&nbsp;</p><hr /><p>&nbsp;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. Ifyou have one to three motes remaining, they shed dim light in a 30&mdash;foot radius.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.</p><p>&nbsp;</p>",
            "id": 22295,
            "level": "Sorcerer 7, Warlock 7, Wizard 7",
            "name": "Crown of Stars",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Danse Macabre</h2><p><em>5th-level necromancy</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lfyou issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.</p><p>The creatures are under your control until the spell ends, after which they become inanimate once more.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot&lsquo; of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.</p></div>",
            "id": 22296,
            "level": "Warlock 5, Wizard 5",
            "name": "Danse Macabre",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Dawn</h2><p><em>5th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a sunburst pendant worth at least 100 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you&rsquo;re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.</p>",
            "id": 22297,
            "level": "Cleric 5, Wizard 5",
            "name": "Dawn",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Dragon's Breath</h2><p><em>2nd-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a hot pepper)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld&eacute; for each slot level above 2nd.</p>",
            "id": 22298,
            "level": "Sorcerer 2, Wizard 2",
            "name": "Dragon's Breath",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Druid Grove</h2><p><em>5th-level abjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;10 Minutes&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)&nbsp;<br /><strong>Duration</strong>:&nbsp;24 hours&nbsp;</p><hr /><p>&nbsp;You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30&mdash;foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell&rsquo;s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.</p><p><strong>Solid Fog.</strong> You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.<br /><strong>Grasping Undergrowth.</strong> You can fill any number of 5-foot squares on the ground that aren&rsquo;t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.<br /><strong>Grove Guardians.</strong> You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can&rsquo;t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. Ifyou don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can&lsquo;t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.<br /><strong>Additional Spell Effect.</strong> You can place your choice of one of the following magical effects within the warded area:&nbsp;<br />- A constant gust of Wind in two locations of your choice<br />- Spike growth in one location of your choice<br />- Wind wall in two locations of your choice<br />To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.</p></div>",
            "id": 22299,
            "level": "Druid 5",
            "name": "Druid Grove",
            "reference": "XGtE",
            "school": "Abjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Enemies Abound</h2><p><em>3rd-level enchantment</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it&rsquo;s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.</p>",
            "id": 22300,
            "level": "Bard 3, Sorcerer 3, Warlock 3, Wizard 3",
            "name": "Enemies Abound",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Enervation</h2><p><em>5th-level necromancy</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components:&nbsp;V, S&nbsp;</strong><br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell&rsquo;s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.</p>",
            "id": 22301,
            "level": "Sorcerer 5, Warlock 5, Wizard 5",
            "name": "Enervation",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Far Step</h2><p><em>5th-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.</p>",
            "id": 22302,
            "level": "Sorcerer 5, Warlock 5, Wizard 5",
            "name": "Far Step",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Find Greater Steed</h2><p><em>4th-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;10 Minutes&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber&mdash;toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re&mdash;summons the bonded mount, with all its hit points restored and any conditions removed. You can&rsquo;t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.</p>",
            "id": 22303,
            "level": "Paladin 4",
            "name": "Find Greater Steed",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "Greater"
        },
        {
            "full_text": "<div><h2>Guardian of Nature</h2><p><em>4th-level transmuation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.</p><p><strong>Primal</strong> <strong>Beast</strong>. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:<br />- Your walking speed increases by 10 feet.<br />- You gain darkvision with a range of 120 feet.<br />- You make Strength&mdash;based attack rolls with advantage.<br />- Your melee weapon attacks deal an extra 1d6 force damage on a hit.<br /><strong>Great</strong> <strong>Tree</strong>. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:<br />. You gain 10 temporary hit points.<br />- You make Constitution saving throws with advantage.<br />- You make Dexterity- and Wisdom-based attack rolls with advantage.<br />- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.</p></div>",
            "id": 22304,
            "level": "Druid 4, Ranger 4",
            "name": "Guardian of Nature",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Healing Spirit</h2><p><em>2nd-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can&rsquo;t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.</p>",
            "id": 22305,
            "level": "Druid 2, Ranger 2",
            "name": "Healing Spirit",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Holy Weapon</h2><p><em>5th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30&mdash;foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn&rsquo;t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet ofyou must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn&rsquo;t blinded. At the end of each Ofits turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.</p>",
            "id": 22306,
            "level": "Cleric 5, Paladin 5",
            "name": "Holy Weapon",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Illusory Dragon</h2><p><em>8th-level illusion</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell&rsquo;s duration and occupies its space, as if it were a creature.</p><p>When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn&rsquo;t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.<br />As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking '7d6 damage of the<br />chosen damage type on a failed save, or half as much damage on a successful one.<br />The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.</p></div>",
            "id": 22307,
            "level": "Wizard 8",
            "name": "Illusory Dragon",
            "reference": "XGtE",
            "school": "Illusion",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Infernal Calling</h2><p><em>5th-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Minute&nbsp;<br /><strong>Range</strong>:&nbsp;90 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a ruby worth at least 999 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil&rsquo;s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.</p><p>The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master&rsquo;s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature&rsquo;s statistics.<br />On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil&rsquo;s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command&mdash; such as &ldquo;attack my enemies,&rdquo; &ldquo;explore the room ahead,\" or &ldquo;bear this message to the queen\"&mdash;until it completes the activity, at which point it returns to you to report having done so.<br />If your concentration ends before the spell reaches its full duration, the devil doesn&lsquo;t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.<br />If you possess an individual devil&rsquo;s talisman, you can summon that devil if it is of the appropriate challenge<br />rating plus 1, and it obeys all your commands, with no Charisma checks required.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.</p></div>",
            "id": 22308,
            "level": "Warlock 5, Wizard 5",
            "name": "Infernal Calling",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Infestation</h2><p><em>Conjuration cantrip</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a living flea)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn&rsquo;t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.</p><p>The spell&rsquo;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p></div>",
            "id": 22309,
            "level": "Druid 0, Sorcerer 0, Warlock 0, Wizard 0",
            "name": "Infestation",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Invulnerability</h2><p><em>9th-level abjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 10 minutes&nbsp;</p><hr /><p>&nbsp;You are immune to all damage until the spell ends.</p>",
            "id": 22310,
            "level": "Wizard 9",
            "name": "Invulnerability",
            "reference": "XGtE",
            "school": "Abjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Life Transference</h2><p><em>3rd-level necromancy</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You sacrifice some of your health to mend another creature&rsquo;s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.</p>",
            "id": 22311,
            "level": "Cleric 3, Wizard 3",
            "name": "Life Transference",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Maddening Darkness</h2><p><em>8th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;150 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, M (a drop of pitch mixed with a drop of mercury)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 10 minutes&nbsp;</p><hr /><p>&nbsp;Magical darkness spreads from a point you choose within range to fill a 60&mdash;foot&mdash;radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can&rsquo;t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.</p>",
            "id": 22312,
            "level": "Warlock 8, Wizard 8",
            "name": "Maddening Darkness",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Mass Polymorph</h2><p><em>9th-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V. S, M (a caterpillar cocoon)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.</p><p>Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target&rsquo;s (or half the target&rsquo;s level, if the target doesn&rsquo;t have a challenge rating). The target&rsquo;s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.<br />Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can&rsquo;t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.<br />The creature is limited in the actions it can perform by the nature of its new form. It can&rsquo;t speak, cast spells, or do anything else that requires hands or speech. The target&rsquo;s gear melds into the new form.<br />The target can&rsquo;t activate, use, wield, or otherwise benefit from any of its equipment.</p></div>",
            "id": 22313,
            "level": "Sorcerer 9, Wizard 9",
            "name": "Mass Polymorph",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Mental Prison</h2><p><em>6th-level illusion</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target&rsquo;s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can&rsquo;t see or hear anything beyond it and is restrained for the spell&rsquo;s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.</p>",
            "id": 22314,
            "level": "Sorcerer 6, Warlock 6",
            "name": "Mental Prison",
            "reference": "XGtE",
            "school": "Illusion",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Mighty Fortress</h2><p><em>8th-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Minute&nbsp;<br /><strong>Range</strong>:&nbsp;1 mile&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a diamond worth at least 500 gp, which the spell consumes)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.</p><p>The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress&rsquo;s outer wall.<br />A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.<br />A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.<br />The walls, turrets, and keep are all made of stone that can be damaged. Each 10&mdash;foot&mdash;bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM&rsquo;s discretion.<br />After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.<br />Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.</p></div>",
            "id": 22315,
            "level": "Wizard 8",
            "name": "Mighty Fortress",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Mind Spike</h2><p><em>2nd-level divination</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can&rsquo;t become hidden from you, and if it&rsquo;s invisible, it gains no benefit from that condition against you.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.</p>",
            "id": 22316,
            "level": "Sorcerer 2, Warlock 2",
            "name": "Mind Spike",
            "reference": "XGtE",
            "school": "Divination",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Negative Energy Flood</h2><p><em>5th-level necromancy</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;(a broken bone and a square of black silk)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn&rsquo;t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.</p>",
            "id": 22317,
            "level": "Warlock 5, Wizard 5",
            "name": "Negative Energy Flood",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Power Word Pain</h2><p><em>7th-level enchantment</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.</p><p>While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.<br />A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.</p></div>",
            "id": 22318,
            "level": "Sorcerer 7, Warlock 7, Wizard 7",
            "name": "Power Word Pain",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Primal Savagery</h2><p><em>Transmutation cantrip</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.</p><p>The spell&rsquo;s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</p>",
            "id": 22319,
            "level": "Druid 0",
            "name": "Primal Savagery",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Psychic Scream</h2><p><em>9th-level enchantment</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;90 feet&nbsp;<br /><strong>Components</strong>:&nbsp;S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.</p><p>Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn&rsquo;t stunned. If a target is killed by this damage, its head explodes, assuming it has one.<br />A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.</p></div>",
            "id": 22320,
            "level": "Bard 9, Sorcerer 9, Warlock 9, Wizard 9",
            "name": "Psychic Scream",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Scatter</h2><p><em>6th-level conjuration</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.</p>",
            "id": 22321,
            "level": "Sorcerer 6, Warlock 6, Wizard 6",
            "name": "Scatter",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Shadow Blade</h2><p><em>2nd-level illusion</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.</p><p>If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.</p></div>",
            "id": 22322,
            "level": "Sorcerer 2, Warlock 2, Wizard 2",
            "name": "Shadow Blade",
            "reference": "XGtE",
            "school": "Illusion",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Shadow of Moil</h2><p><i>4th-level necromancy</i></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (an undead eyeball encased in a gem worth at least 150 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.</p><p>Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.</p></div>",
            "id": 22323,
            "level": "Warlock 4",
            "name": "Shadow of Moil",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Sickening Radiance</h2><p><em>4th-level evocation</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 10 minutes&nbsp;</p><hr /><p>&nbsp;Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.</p><p>When a creature moves into the spell&rsquo;s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.</p></div>",
            "id": 22324,
            "level": "Sorcerer 4, Warlock 4, Wizard 4",
            "name": "Sickening Radiance",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Skill Empowerment</h2><p><em>5th-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;Your magic deepens a creature&rsquo;s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.</p><p>You must choose a skill in which the target is proficient and that isn&rsquo;t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.</p></div>",
            "id": 22325,
            "level": "Bard 5, Sorcerer 5, Wizard 5",
            "name": "Skill Empowerment",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Snare</h2><p><em>1st-level abjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Minute&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;S, M (25 feet of rope, which the spell consumes)&nbsp;<br /><strong>Duration</strong>:&nbsp;8 hours&nbsp;</p><hr /><p>&nbsp;As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.</p><p>This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.<br />The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell&rsquo;s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.<br />A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.<br />After the trap is triggered, the spell ends when no creature is restrained by it.</p></div>",
            "id": 22326,
            "level": "Druid 1, Ranger 1, Wizard 1",
            "name": "Snare",
            "reference": "XGtE",
            "school": "Abjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<h2>Soul Cage</h2><p><em>6th-level necromancy</em></p><p><strong>Casting</strong> <strong>time</strong>: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a tiny silver cage worth 100 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;8 hours&nbsp;</p><hr /><p>This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can&rsquo;t be revived.</p><p><strong>Steal</strong> <strong>Life</strong>. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.<br /><strong>Query Soul</strong>. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.<br /><strong>Borrow</strong> <strong>Experience</strong>. You can use a bonus action to bolster yourself with the soul&rsquo;s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don&rsquo;t use this benefit before the start of your next turn, it is lost.<br /><strong>Eyes of the Dead</strong>. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you&rsquo;re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.<br />A creature that can see the sensor (such as one using <em>see invisibility</em> or truesight) sees a translucent image of the tormented humanoid whose soul you caged.</p>",
            "id": 22327,
            "level": "Warlock 6, Wizard 6",
            "name": "Soul Cage",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Steel Wind Strike</h2><p><em>5th-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;30 feet&nbsp;<br /><strong>Components</strong>:&nbsp;S, M (a melee weapon worth at least 1 sp)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.</p><p>You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.</p></div>",
            "id": 22328,
            "level": "Ranger 5, Wizard 5",
            "name": "Steel Wind Strike",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Summon Greater Demon</h2><p><em>4th-level conjuration</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a vial of blood from a humanoid killed within the past 24 hours)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon&rsquo;s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.</p><p>Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.<br />At the end of each of the demon&rsquo;s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn&rsquo;t disappear for 1d6 rounds if it still has hit points.<br />As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can&rsquo;t cross the circle or harm it, and it can&rsquo;t target anyone within it. Using the material component in this manner consumes it when the spell ends.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.</p></div>",
            "id": 22329,
            "level": "Warlock 4, Wizard 4",
            "name": "Summon Greater Demon",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "Greater"
        },
        {
            "full_text": "<div><h2>Summon Lesser Demons</h2><p><em>3rd-level conjuration</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a vial of blood from a humanoid killed within the past 24 hours)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 hour&nbsp;</p><hr /><p>&nbsp;You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.</p><p>d6 / Demons Summoned<br />1&ndash;2 / Two demons of challenge rating 1 or lower<br />3&ndash;4 / Four demons of challenge rating 1/2 or lower<br />5&ndash;6 / Eight demons of challenge rating 1/4 or lower<br /><br />The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.<br />The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.<br />As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can&rsquo;t cross the circle or harm it, and they can&rsquo;t target anyone within it. Using the material component in this manner consumes it when the spell ends.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.</p></div>",
            "id": 22330,
            "level": "Warlock 3, Wizard 3",
            "name": "Summon Lesser Demons",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Synaptic Static</h2><p><em>5th-level enchantment</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can&rsquo;t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.</p><p>After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.</p></div>",
            "id": 22331,
            "level": "Bard 5, Sorcerer 5, Warlock 5, Wizard 5",
            "name": "Synaptic Static",
            "reference": "XGtE",
            "school": "Enchantment",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Temple of the Gods</h2><p><em>7th-level conjuration</em></p><p><strong>Casting time</strong>:&nbsp;1 Hour&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a holy symbol worth at least 5 gp)&nbsp;<br /><strong>Duration</strong>:&nbsp;24 hours&nbsp;</p><hr /><p>&nbsp;You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.</p><p>You make all decisions about the temple&rsquo;s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.<br />The temple&rsquo;s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.<br />The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can&rsquo;t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.<br />In addition, the sensors created by divination spells can&rsquo;t appear inside the temple, and creatures within can&rsquo;t be targeted by divination spells.<br />Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).<br />The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple&rsquo;s interior. Nothing can physically pass through the temple&rsquo;s exterior. It can&rsquo;t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.<br />Casting this spell on the same spot every day for a year makes this effect permanent.</p></div>",
            "id": 22332,
            "level": "Cleric 7",
            "name": "Temple of the Gods",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Tenser's Transformation</h2><p><em>6th-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a few hairs from a bull)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 10 minutes&nbsp;</p><hr /><p>&nbsp;You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can&rsquo;t cast spells, and you gain the following benefits:</p><p>- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.<br />- You have advantage on attack rolls that you make with simple and martial weapons.<br />- When you hit a target with a weapon attack, that target takes an extra 2d12 force<br />damage.<br />- You have proficiency with all armor, shields, simple weapons, and martial weapons.<br />- You have proficiency in Strength and Constitution saving throws.<br />- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.<br /><br />Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.</p></div>",
            "id": 22333,
            "level": "Wizard 6",
            "name": "Tenser's Transformation",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Thunder Step</h2><p><em>3rd-level conjuration</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;90 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.</p><p>You can bring along objects as long as their weight doesn&rsquo;t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.</p></div>",
            "id": 22334,
            "level": "Sorcerer 3, Warlock 3, Wizard 3",
            "name": "Thunder Step",
            "reference": "XGtE",
            "school": "Conjuration",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Tiny Servant</h2><p><em>3rd-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Minute&nbsp;<br /><strong>Range</strong>:&nbsp;Touch&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;8 hours&nbsp;</p><hr /><p>&nbsp;You touch one Tiny, nonmagical object that isn&rsquo;t attached to another object or a surface and isn&rsquo;t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.</p><p>As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.<br />When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.</p></div>",
            "id": 22335,
            "level": "Wizard 3",
            "name": "Tiny Servant",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Toll the Dead</h2><p><em>Necromancy cantrip</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;60 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.</p><p>The spell&rsquo;s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).</p></div>",
            "id": 22336,
            "level": "Bard 0, Warlock 0, Wizard 0",
            "name": "Toll the Dead",
            "reference": "XGtE",
            "school": "Necromancy",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Wall of Light</h2><p><em>5th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S, M (a hand mirror)&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 10 minutes&nbsp;</p><hr /><p>A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.</p><p>When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn&rsquo;t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.<br />A creature that ends its turn in the wall&rsquo;s area takes 4d8 radiant damage.<br />Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall&rsquo;s length drops to 0 feet, the spell ends.</p><h4 class=\"classic-title\">At higher level</h4><p>When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.</p></div>",
            "id": 22337,
            "level": "Sorcerer 5, Warlock 5, Wizard 5",
            "name": "Wall of Light",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Word of Radiance</h2><p><em>Evocation cantrip</em></p><p><strong>Casting time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;5 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, M (a holy symbol)&nbsp;<br /><strong>Duration</strong>:&nbsp;Instantaneous&nbsp;</p><hr /><p>&nbsp;You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.</p><p>The spell&rsquo;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p></div>",
            "id": 22338,
            "level": "Cleric 0",
            "name": "Word of Radiance",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Wrath of Nature</h2><p><em>5th-level evocation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Action&nbsp;<br /><strong>Range</strong>:&nbsp;120 feet&nbsp;<br /><strong>Components</strong>:&nbsp;V, S&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.</p><p><strong>Grasses and Undergrowth.</strong> Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.<br /><strong>Trees</strong>. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.<br /><strong>Roots</strong> <strong>and Vines</strong>. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.<br /><strong>Rocks</strong>. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.</p></div>",
            "id": 22339,
            "level": "Druid 5, Ranger 5",
            "name": "Wrath of Nature",
            "reference": "XGtE",
            "school": "Evocation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<div><h2>Zephyr Strike</h2><p><em>1st-level transmutation</em></p><p><strong>Casting</strong> <strong>time</strong>:&nbsp;1 Bonus Action&nbsp;<br /><strong>Range</strong>:&nbsp;Self&nbsp;<br /><strong>Components</strong>:&nbsp;V&nbsp;<br /><strong>Duration</strong>:&nbsp;Concentration, up to 1 minute&nbsp;</p><hr /><p>&nbsp;You move like the wind. Until the spell ends, your movement doesn&rsquo;t provoke opportunity attacks.</p><p>Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.</p></div>",
            "id": 22340,
            "level": "Ranger 1",
            "name": "Zephyr Strike",
            "reference": "XGtE",
            "school": "Transmutation",
            "short_description": "",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Ceremony:</strong><br /><em>1st-level evocation ritual</em><br /><strong>Level:</strong> Cleric 1<br /><strong>Components:</strong> V, S, M (25 gp worth of powdered silver)<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> Touch<br /><strong>Duration:</strong> Instantaneous (see text)</p><p>You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.</p><p><strong>Atonement.</strong> You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On success, you restore the target to its original alignment.</p><p><strong>Bless Water.</strong> You touch one vial of water and cause it to become holy water.</p><p><strong>Coming of Age.</strong> You touch one humanoid adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once.</p><p><strong>Dedication.</strong> You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once.</p><p><strong>Funeral Rite.</strong> You bless one corpse within 5 feet of you. For the next 24 hours, the target can't become undead by any means short of a wish spell.</p><p><strong>Investiture.</strong> You touch one willing humanoid. Choose one 1st-level spell you have preparared and expand a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 1 hour, the invested spell is lost.</p><p><strong>Marriage.</strong> You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once.</p><p>&nbsp;</p>",
            "id": 9988002,
            "level": "Cleric 1",
            "name": "Ceremony",
            "reference": "Usergen",
            "school": "Evocation",
            "short_description": "You perform one of several religious ceremonies",
            "spellcraft_dc": "",
            "subschool": "ritual"
        },
        {
            "full_text": "<p><strong>Guiding Hand:</strong><br /><em>1st-level diviniation ritual</em><br /><strong>Level:</strong> Bard 1, Cleric 1, Druid 1, Wizard 1<br /><strong>Components:</strong> V, S<br /><strong>Casting time:</strong> 1 minute<br /><strong>Range:</strong> 5 feet<br /><strong>Duration:</strong> Concentration, up to 8 hours</p><p>You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.</p><p>When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.</p><p>If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.</p>",
            "id": 9988004,
            "level": "Bard 1, Cleric 1, Druid 1, Wizard 1",
            "name": "Guiding Hand",
            "reference": "Usergen",
            "school": "Divination",
            "short_description": "You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range",
            "spellcraft_dc": "",
            "subschool": "ritual"
        },
        {
            "full_text": "<p><strong>Hand of Radiance:</strong><br /><em>Evocation cantrip</em><br /><strong>Level:</strong> Cleric 0<br /><strong>Components:</strong> V, S<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> Self (5-foot radius)<br /><strong>Duration:</strong> Instantaneous</p><p>You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant dmage.</p><p>The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>",
            "id": 9988005,
            "level": "Cleric 0",
            "name": "Hand of Radiance",
            "reference": "Usergen",
            "school": "Evocation",
            "short_description": "You raise your hand, and burning radiance erupts from it",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<p><strong>Healing Elixir:</strong><br /><em>1st-level conjuration</em><br /><strong>Level:</strong> Warlock 1, Wizard 1<br /><strong>Components:</strong> V, S, M (Alchemist's supplies)<br /><strong>Casting time:</strong> 1 minute<br /><strong>Range:</strong> Self<br /><strong>Duration:</strong> 24 hours</p><p>You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed. at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.</p>",
            "id": 9988006,
            "level": "Warlock 1, Wizard 1",
            "name": "Healing Elixir",
            "reference": "Usergen",
            "school": "Conjuration",
            "short_description": "You create a healing elixir in a simple vial that appears in your hand",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Puppet:</strong><br /><em>1st-level enchantment</em><br /><strong>Level:</strong> Bard 1, Warlock 1, Wizard 1<br /><strong>Components:</strong> S<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> 120 feet<br /><strong>Duration:</strong> Instantaneous</p><p>You gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.</p>",
            "id": 9988009,
            "level": "Bard 1, Warlock 1, Wizard 1",
            "name": "Puppet",
            "reference": "Usergen",
            "school": "Enchantment",
            "short_description": "You gesture forces one humanoid you can see within range to make a Constitution saving throw",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Sense Emotion:</strong><br /><em>1st-level divination</em><br /><strong>Level:</strong> Bard 1, Warlock 1, Wizard 1<br /><strong>Components:</strong> V, S<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> Self<br /><strong>Duration:</strong> Concentration, up to 10 minutes</p><p>You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spel ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, calm, or something else. If the target is immune to being charmed, you sense that it is calm.</p>",
            "id": 9988010,
            "level": "Bard 1, Warlock 1, Wizard 1",
            "name": "Sense Emotion",
            "reference": "Usergen",
            "school": "Divination",
            "short_description": "You attune your senses to pick up the emotions of others for the duration",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Sudden Awakening:</strong><br /><em>1st-level enchantment</em><br /><strong>Level:</strong> Bard 1, Ranger 1, Sorcerer 1, Wizard 1<br /><strong>Components:</strong> V<br /><strong>Casting time:</strong> 1 bonus action<br /><strong>Range:</strong> 10 feet<br /><strong>Duration:</strong> Instantaneous</p><p>Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.</p>",
            "id": 9988012,
            "level": "Bard 1, Ranger 1, Sorcerer 1, Wizard 1",
            "name": "Sudden Awakening",
            "reference": "Usergen",
            "school": "Enchantment",
            "short_description": "Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Unearthly Chorus:</strong><br /><em>1st-level Illusion</em><br /><strong>Level:</strong> Bard 1<br /><strong>Components:</strong> V<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> Self (30-foot radius)<br /><strong>Duration:</strong> Concentration, up to 10 minutes</p><p>Music of a style of you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.</p><p>Until the spell ebdsm you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (deception) checks and Charisma (Persuation) checks against creaturs you made friendly by this spell with advantage.</p>",
            "id": 9988017,
            "level": "Bard 1",
            "name": "Unearthly Chorus",
            "reference": "Usergen",
            "school": "Illusion",
            "short_description": "Music of a style of you choose fills the air around you in a 30-foot radius",
            "spellcraft_dc": "",
            "subschool": "None"
        },
        {
            "full_text": "<p><strong>Virtue:</strong><br /><em>Abjuration cantrip</em><br /><strong>Level:</strong> Cleric 0<br /><strong>Components:</strong> V, S<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> Touch<br /><strong>Duration:</strong> 1 round</p><p>You touch one creature, imbueing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.</p>",
            "id": 9988018,
            "level": "Cleric 0",
            "name": "Virtue",
            "reference": "Usergen",
            "school": "Abjuration",
            "short_description": "You touch one creature, imbueing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier",
            "spellcraft_dc": "",
            "subschool": "cantrip"
        },
        {
            "full_text": "<p><strong>Wild Cunning:</strong><br /><em>1st-level transmutation ritual</em><br /><strong>Level:</strong> Druid 1, Ranger 1<br /><strong>Components:</strong> V, S<br /><strong>Casting time:</strong> 1 action<br /><strong>Range:</strong> 120 feet<br /><strong>Duration:</strong> Instantaneous</p><p>You call out to the spirits of nature to aid you. When you cast this spell choose one of the following effects:</p><ul><li>If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour until you cast this spell again.</li><li>If there is edible forage within range, ypi lmpw ot amd wjere tp fomd ot/</li><li>If there is clean drinking water within range, you know it and where to find it.</li><li>If there is suitable shelter for you and your companions within range, you know it and where to find it.</li><li>Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.</li><li>Have the spirits instnatly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.</li></ul>",
            "id": 9988019,
            "level": "Druid 1, Ranger 1",
            "name": "Wild Cunning",
            "reference": "Usergen",
            "school": "Transmutation",
            "short_description": "You call out to the spirits of nature to aid you",
            "spellcraft_dc": "",
            "subschool": "ritual"
        }
    ],
    [],
    [
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Simple Weapons",
            "cost": "",
            "critical": "20 x2",
            "dmg_m": "1d8",
            "dmg_s": "1d6",
            "family": "Weapons",
            "full_text": "<div><h2>Blood Spear</h2><p><b>Family:</b> Weapons<br /><b>Category:</b> Item<br /><b>Type:</b> Piercing</p><hr /><p><i>Damage small:</i> 1d6&nbsp;<br /><i>Damage medium:</i> 1d8 (versitile)<br /><i>Critical:</i> 20 x2</p><p>Range 20/60</p><hr /><div>This item requires attunement</div><div>&nbsp;</div><div>Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.</div><div><strong>When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.</strong><hr /></div><p><b>Weight:</b> 3 lb</p></div>",
            "id": 11050,
            "maximum_dex_bonus": "",
            "name": "Blood Spear",
            "reference": "CoS",
            "subcategory": "None",
            "type": "Piercing",
            "weight": "3 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Simple Weapons",
            "cost": "",
            "critical": "",
            "dmg_m": "1d8 (versatile)",
            "dmg_s": "1d6",
            "family": "Weapons",
            "full_text": "<div><h2>Gulthias Staff</h2><p><b>Family:</b> Weapons<br /><b>Category:</b> Simple Weapons<br /><b>Type:</b> Bludgeoning</p><hr /><p><i>Damage small:</i> 1d6<br /><i>Damage medium:</i> 1d8 (versatile)</p><hr /><div>This item requires attunement</div><div>&nbsp;</div><div>Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. T<strong>he staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk</strong>.</div><div>If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.</div><div>&nbsp;</div><div>Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness.</div><div>&nbsp;</div><div>Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.<hr /></div><p><b>Weight:</b> 4 lb</p></div>",
            "id": 11051,
            "maximum_dex_bonus": "",
            "name": "Gulthias Staff",
            "reference": "CoS",
            "subcategory": "None",
            "type": "Bludgeoning",
            "weight": "4 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Simple Weapons",
            "cost": "",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "1d6",
            "family": "Weapons",
            "full_text": "<div><h2>Saint Markovia's Thighbone</h2><p><b>Family:</b> Weapons<br /><b>Category:</b> Simple Weapons<br /><b>Type:</b> Bludgeoning</p><hr /><p><i>Damage small:</i> 1d6</p><p>Extra 2d6 radiant damage on undead or fiend&nbsp;</p><hr /><div>This item requires attunement.</div><div>&nbsp;</div><div>Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.</div><div>As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.</div><div>&nbsp;</div><div>Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.</div><div>Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.</div><div>&nbsp;</div><div>The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.</div><div>&nbsp;</div><div><strong>Mace of Disruption:</strong> When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.</div><div>While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<hr /></div><p><b>Weight:</b> 4 lb</p></div>",
            "id": 11052,
            "maximum_dex_bonus": "",
            "name": "Saint Markovia's Thighbone",
            "reference": "CoS",
            "subcategory": "None",
            "type": "Bludgeoning",
            "weight": "4 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Martial Weapons",
            "cost": "",
            "critical": "",
            "dmg_m": "1d10 (versatile)",
            "dmg_s": "1d8",
            "family": "Weapons",
            "full_text": "<h2>Sunsword</h2><p><b>Family:</b> Weapons<br /><b>Category:</b> Martial Weapons<br /><b>Type:</b>&nbsp;Radiant</p><hr /><p><i>Damage small:</i> 1d8<br /><i>Damage medium:</i> 1d10 (versatile)</p><p>Extra 1d8 on undead&nbsp;</p><p>Bonus +2 to attack and damage</p><hr /><div>This item requires attunement</div><div>&nbsp;</div><div>The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.</div><div>Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.</div><div>The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.</div><div>&nbsp;</div><div><strong>Sentience</strong>: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.</div><div>&nbsp;</div><div><strong>Personality</strong>: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.</div><div>&nbsp;</div><div><strong>Sun blade</strong>: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.</div><div>&nbsp;</div><div>You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.</div><div>&nbsp;</div><div>The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.</div><p><b>Weight:</b> 3 lb</p>",
            "id": 11053,
            "maximum_dex_bonus": "",
            "name": "Sunsword",
            "reference": "CoS",
            "subcategory": "None",
            "type": "Slashing",
            "weight": "3 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "+2",
            "category": "Armor",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Armor and Shields",
            "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</p></div>",
            "id": 11131,
            "maximum_dex_bonus": "",
            "name": "Shield",
            "reference": "PhB",
            "subcategory": "Shields",
            "type": "None",
            "weight": "6 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Martial Weapons",
            "cost": "15 gp",
            "critical": "",
            "dmg_m": "1d8",
            "dmg_s": "",
            "family": "Weapons",
            "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</p></div>",
            "id": 11132,
            "maximum_dex_bonus": "",
            "name": "Morningstar",
            "reference": "PhB",
            "subcategory": "One-Handed Melee Weapons",
            "type": "Piercing",
            "weight": "4 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "50 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11133,
            "maximum_dex_bonus": "",
            "name": "Alchemist's supplies",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "8 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11134,
            "maximum_dex_bonus": "",
            "name": "Calligrapher's supplies",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "8 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11135,
            "maximum_dex_bonus": "",
            "name": "Carpenter's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "6 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "15 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11136,
            "maximum_dex_bonus": "",
            "name": "Cartographer's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "6 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11137,
            "maximum_dex_bonus": "",
            "name": "Cobbler's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11138,
            "maximum_dex_bonus": "",
            "name": "Cook's utensils",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "8 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "30 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11139,
            "maximum_dex_bonus": "",
            "name": "Glassblower's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "25 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11140,
            "maximum_dex_bonus": "",
            "name": "Jeweler's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11141,
            "maximum_dex_bonus": "",
            "name": "Leatherworker's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11142,
            "maximum_dex_bonus": "",
            "name": "Mason's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "8 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11143,
            "maximum_dex_bonus": "",
            "name": "Painter's supplies",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11144,
            "maximum_dex_bonus": "",
            "name": "Potter's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "3 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "20 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11145,
            "maximum_dex_bonus": "",
            "name": "Smith's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "8 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "50 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11146,
            "maximum_dex_bonus": "",
            "name": "Tinker's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "10 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11147,
            "maximum_dex_bonus": "",
            "name": "Weaver's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11148,
            "maximum_dex_bonus": "",
            "name": "Woodcarver's tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "5 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "25 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11149,
            "maximum_dex_bonus": "",
            "name": "Disguise kit",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "3 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11150,
            "maximum_dex_bonus": "",
            "name": "Dice set",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11151,
            "maximum_dex_bonus": "",
            "name": "Dragonchess set",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "1/2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11152,
            "maximum_dex_bonus": "",
            "name": "Playing card set",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11153,
            "maximum_dex_bonus": "",
            "name": "Three-Dragon Ante set",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "25 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p>",
            "id": 11154,
            "maximum_dex_bonus": "",
            "name": "Thieves' tools",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "1 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "30 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p>",
            "id": 11155,
            "maximum_dex_bonus": "",
            "name": "Bagpipes",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "6 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "6 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p>",
            "id": 11156,
            "maximum_dex_bonus": "",
            "name": "Drum",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "3 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "25 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11157,
            "maximum_dex_bonus": "",
            "name": "Dulcimer",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "10 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "35 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11158,
            "maximum_dex_bonus": "",
            "name": "Flute",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "1 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "35 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11159,
            "maximum_dex_bonus": "",
            "name": "Lute",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "30 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11160,
            "maximum_dex_bonus": "",
            "name": "Lyre",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "3 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11161,
            "maximum_dex_bonus": "",
            "name": "Horn",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "12 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11162,
            "maximum_dex_bonus": "",
            "name": "Pan Flute",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "2 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11163,
            "maximum_dex_bonus": "",
            "name": "Shawm",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "1 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "30 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11164,
            "maximum_dex_bonus": "",
            "name": "Viol",
            "reference": "PhB",
            "subcategory": "Tools and Skill Kits",
            "type": "None",
            "weight": "1 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "8 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11165,
            "maximum_dex_bonus": "",
            "name": "Donkey",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "8 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11166,
            "maximum_dex_bonus": "",
            "name": "Mule",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "50 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11167,
            "maximum_dex_bonus": "",
            "name": "Horse (draft)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "75 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11168,
            "maximum_dex_bonus": "",
            "name": "Horse (riding)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11169,
            "maximum_dex_bonus": "",
            "name": "Bit and bridle",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "1 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "100 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11170,
            "maximum_dex_bonus": "",
            "name": "Carriage",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "600 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "15 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11171,
            "maximum_dex_bonus": "",
            "name": "Cart",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "200 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "250 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11172,
            "maximum_dex_bonus": "",
            "name": "Chariot",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "100 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11173,
            "maximum_dex_bonus": "",
            "name": "Feed (per day)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "10 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "60 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11174,
            "maximum_dex_bonus": "",
            "name": "Saddle (Exotic)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "40 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "20 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11175,
            "maximum_dex_bonus": "",
            "name": "Saddle (Military)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "30 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11176,
            "maximum_dex_bonus": "",
            "name": "Saddle (Pack)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "15 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11177,
            "maximum_dex_bonus": "",
            "name": "Saddle (Riding)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "25 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "4 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11178,
            "maximum_dex_bonus": "",
            "name": "Saddlebags",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "8 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "20 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11179,
            "maximum_dex_bonus": "",
            "name": "Sled",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "300 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11180,
            "maximum_dex_bonus": "",
            "name": "Stabling (per day)",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "35 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11181,
            "maximum_dex_bonus": "",
            "name": "Wagon",
            "reference": "PhB",
            "subcategory": "Mounts and Related Gear",
            "type": "None",
            "weight": "400 lb"
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "30000 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11182,
            "maximum_dex_bonus": "",
            "name": "Galley",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "3000 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11183,
            "maximum_dex_bonus": "",
            "name": "Keelboat",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10000 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11184,
            "maximum_dex_bonus": "",
            "name": "Longship",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "50 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11185,
            "maximum_dex_bonus": "",
            "name": "Rowboat",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10000 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11186,
            "maximum_dex_bonus": "",
            "name": "Sailing ship",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "25000 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11187,
            "maximum_dex_bonus": "",
            "name": "Warship",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "0",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11188,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Wretched)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 sp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11189,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Squalid)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 sp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11190,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Poor)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 gp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11191,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Modest)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 gp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11192,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Comfortable)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "4 gp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11193,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Wealthy)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "10 gp per day minimum",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11194,
            "maximum_dex_bonus": "",
            "name": "Lifestyle Expenses (Aristocratic)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 sp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11195,
            "maximum_dex_bonus": "",
            "name": "Ale (gallon)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "4 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11196,
            "maximum_dex_bonus": "",
            "name": "Ale (mug)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11197,
            "maximum_dex_bonus": "",
            "name": "Banquet (per person)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11198,
            "maximum_dex_bonus": "",
            "name": "Bread (loaf)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "1 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11199,
            "maximum_dex_bonus": "",
            "name": "Cheese (hunk)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "7 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11200,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Squalid, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11201,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Poor, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "5 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11202,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Modest, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "8 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11203,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Comfortable, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 gp  ",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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 </p></div>",
            "id": 11204,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Wealthy, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "4 gp ",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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 </p></div>",
            "id": 11205,
            "maximum_dex_bonus": "",
            "name": "Inn stay (Aristocratic, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "3 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11206,
            "maximum_dex_bonus": "",
            "name": "Meals (Squalid, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "6 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11207,
            "maximum_dex_bonus": "",
            "name": "Meals (Poor, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "3 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11208,
            "maximum_dex_bonus": "",
            "name": "Meals (Modest, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "5 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11209,
            "maximum_dex_bonus": "",
            "name": "Meals (Comfortable, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "8 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11210,
            "maximum_dex_bonus": "",
            "name": "Meals (Wealthy, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11211,
            "maximum_dex_bonus": "",
            "name": "Meals (Aristocratic, per day)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "3 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11212,
            "maximum_dex_bonus": "",
            "name": "Meat (chunk)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "2 sp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11213,
            "maximum_dex_bonus": "",
            "name": "Wine (common, pitcher)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Item",
            "cost": "10 gp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11214,
            "maximum_dex_bonus": "",
            "name": "Wine (fine, bottle)",
            "reference": "PhB",
            "subcategory": "Food, Drink, and Lodging",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "3 cp per mile",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11215,
            "maximum_dex_bonus": "",
            "name": "Coach cab (between towns)",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11216,
            "maximum_dex_bonus": "",
            "name": "Coach cab (within a city)",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 gp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11217,
            "maximum_dex_bonus": "",
            "name": "Hireling (skilled)",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 sp per day",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11218,
            "maximum_dex_bonus": "",
            "name": "Hireling (untrained)",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "2 cp per mile",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11219,
            "maximum_dex_bonus": "",
            "name": "Messenger",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 cp",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11220,
            "maximum_dex_bonus": "",
            "name": "Road or gate toll",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        },
        {
            "armor_check_penalty": "",
            "armor_shield_bonus": "",
            "category": "Services",
            "cost": "1 sp per mile",
            "critical": "",
            "dmg_m": "",
            "dmg_s": "",
            "family": "Goods and Services",
            "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</p></div>",
            "id": 11221,
            "maximum_dex_bonus": "",
            "name": "Ship's passage",
            "reference": "PhB",
            "subcategory": "Transport",
            "type": "None",
            "weight": ""
        }
    ],
    [
        {
            "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>",
            "id": 1619,
            "name": "Alert",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1620,
            "name": "Athlete",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1621,
            "name": "Actor",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1622,
            "name": "Charger",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1623,
            "name": "Crossbow Expert",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1624,
            "name": "Defensive Duelist",
            "normal": "",
            "prerequisite": "Dexterity 13 or higher",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1625,
            "name": "Dual Wielder",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1626,
            "name": "Dungeon Delver",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1627,
            "name": "Durable",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1628,
            "name": "Elemental Adept",
            "normal": "",
            "prerequisite": "The ability to cast at least one spell",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1629,
            "name": "Great Weapon Master",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1630,
            "name": "Healer",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1631,
            "name": "Heavily Armored",
            "normal": "",
            "prerequisite": "Proficiency with medium armor",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1632,
            "name": "Heavy Armor Master",
            "normal": "",
            "prerequisite": "Proficiency with heavy armor",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1633,
            "name": "Inspiring Leader",
            "normal": "",
            "prerequisite": "Charisma 13 or higher",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1634,
            "name": "Keen Mind",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1635,
            "name": "Lightly Armored",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1636,
            "name": "Linguist",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1><span id=\"Lucky\" class=\"mw-headline\">Lucky</span></h1><p>You have inexplicable luck that seems to kick in at just the right moment.<br />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.<br />You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.<br />You choose which of the d20s is used for the attack roll, ability check, or saving throw.<br />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.<br />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.<br />You regain your expended luck points when you finish a long rest.</p>",
            "id": 1637,
            "name": "Lucky",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1638,
            "name": "Mage Slayer",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1639,
            "name": "Magic Initiate",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1640,
            "name": "Martial Adept",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1641,
            "name": "Medium Armor Master",
            "normal": "",
            "prerequisite": "Proficiency with medium armor",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1642,
            "name": "Mobile",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1643,
            "name": "Moderately Armored",
            "normal": "",
            "prerequisite": "Proficiency with light armor",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1644,
            "name": "Mounted Combatant",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1645,
            "name": "Observant",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1646,
            "name": "Polearm Master",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1647,
            "name": "Resilient",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1648,
            "name": "Ritual Caster",
            "normal": "",
            "prerequisite": "Intelligence or Wisdom 13 or higher",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1649,
            "name": "Savage Attacker",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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 ha</li></ul>",
            "id": 1650,
            "name": "Sentinel",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1651,
            "name": "Sharpshooter",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1652,
            "name": "Shield Master",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1653,
            "name": "Skilled",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1654,
            "name": "Skulker",
            "normal": "",
            "prerequisite": "Dexterity 13 or higher",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1655,
            "name": "Spell Sniper",
            "normal": "",
            "prerequisite": "The ability to cast at least one spell",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1656,
            "name": "Tavern Brawler",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1657,
            "name": "Tough",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1658,
            "name": "War Caster",
            "normal": "",
            "prerequisite": "The ability to cast at least one spell",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "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>",
            "id": 1659,
            "name": "Weapon Master",
            "normal": "",
            "prerequisite": "",
            "reference": "PH",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "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.",
            "full_text": "<h2>Action Surge</h2><div><p>All levle 2 fighters get this feature.</p><p><b>Prerequisite:</b> Fighter level 2</p></div><div><p><b>Benefit:</b> 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.</p></div>",
            "id": 1845,
            "name": "Action Surge",
            "normal": "",
            "prerequisite": "Fighter level 2",
            "reference": "PHB",
            "special": "",
            "type": "General, Fighter"
        },
        {
            "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 1d10 + 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 [General, Fighter]</h2><div><p>All level 1 fighters get this feature.</p><p><b>Prerequisite:</b> Fighter Level 1</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 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.</p></div></div>",
            "id": 1846,
            "name": "Second Wind",
            "normal": "",
            "prerequisite": "Fighter Level 1 ",
            "reference": "PHB",
            "special": "",
            "type": "General, Fighter"
        },
        {
            "benefit": "",
            "full_text": "<h1><span class=\"fontstyle0\">Dragonmark</span></h1><hr /><p><span class=\"fontstyle0\">You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table.<br /></span></p><p><span class=\"fontstyle0\">You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. </span></p><p><span class=\"fontstyle0\">Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You<br />must still expend any material components. Your dragonmark confers the following benefits:<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">When you first take this feat, you gain the </span><span class=\"fontstyle3\">least dragonmark</span><span class=\"fontstyle0\">. You learn the spells listed under the Least column.</span><br /><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">At 5th level and higher, your mark becomes more potent, improving to </span><span class=\"fontstyle3\">lesser dragonmark</span><span class=\"fontstyle0\">. You also learn the spell listed under the Lesser column.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">At 9th level and higher, your mark&rsquo;s power increases again, becoming a </span><span class=\"fontstyle3\">greater dragonmark</span><span class=\"fontstyle0\">. You also learn the spell listed under the Greater column.<br /></span></p><table width=\"747\"><tbody><tr><td width=\"174\">Dragonmark Benefits</td><td width=\"81\">&nbsp;</td><td width=\"219\">&nbsp;</td><td width=\"119\">&nbsp;</td><td width=\"154\">&nbsp;</td></tr><tr><td>Mark</td><td>Ability</td><td>Least</td><td>Lesser</td><td>Greater</td></tr><tr><td>Detection</td><td>Wisdom</td><td>Detect magic, mage hand</td><td>Detect thoughts</td><td>Clairvoyance</td></tr><tr><td>Finding</td><td>Wisdom</td><td>Identify, mage hand</td><td>Locate object</td><td>Clairvoyance</td></tr><tr><td>Handling</td><td>Wisdom</td><td>Druidcraft, speak with animals</td><td>Beast sense</td><td>Conjure animals</td></tr><tr><td>Healing</td><td>Wisdom</td><td>Cure wounds, spare the dying</td><td>Lesser restoration</td><td>Revivify</td></tr><tr><td>Hospitality</td><td>Charisma</td><td>Friends, unseen servant</td><td>Rope trick</td><td>Leomund&rsquo;s tiny hut</td></tr><tr><td>Making</td><td>Intelligence</td><td>Identify, mending</td><td>Magic weapon</td><td>Fabricate</td></tr><tr><td>Passage</td><td>Intelligence</td><td>Expeditious retreat, light</td><td>Misty step</td><td>Teleportation circle</td></tr><tr><td>Scribing</td><td>Intelligence</td><td>Comprehend languages, message</td><td>Sending</td><td>Tongues</td></tr><tr><td>Sentinel</td><td>Wisdom</td><td>Blade ward, compelled duel</td><td>Blur</td><td>Protection from energy</td></tr><tr><td>Shadow</td><td>Charisma</td><td>Dancing lights, disguise self</td><td>Darkness</td><td>Nondetection</td></tr><tr><td>Storm</td><td>Intelligence</td><td>Fog cloud, shocking grasp</td><td>Gust of wind</td><td>Sleet storm</td></tr><tr><td>Warding</td><td>Intelligence</td><td>Alarm, resistance</td><td>Arcane lock</td><td>Magic circle</td></tr></tbody></table>",
            "id": 1873,
            "name": "Dragonmark",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain a +1 bonus to attack rolls you make with the weapon.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls <br />would have hit.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">If you use the Help action to aid an ally&rsquo;s melee attack while you&rsquo;re wielding the weapon, you knock the target&rsquo;s shield aside momentarily. In addition to the ally gaining advantage on theattack roll, the ally gains a +2 bonus to the roll if the target is using a shield.</span> </p>",
            "id": 1874,
            "name": "Fell Handed",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain a +1 bonus to attack rolls you make with the weapon.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you&rsquo;re not holding the weapon.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">When you make an opportunity attack with the weapon, you have advantage on the attack roll.</span> </p>",
            "id": 1875,
            "name": "Blade Mastery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain a +1 bonus to attack rolls you make with a flail.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets&rsquo; shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</span> </p>",
            "id": 1876,
            "name": "Flail Mastery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain a +1 bonus to attack rolls you make with a spear.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon&rsquo;s die.)<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear&rsquo;s reach on its next turn, you can make a melee attack <br />against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can&rsquo;t use this ability if the creature used the Disengage action before moving.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.</span> </p>",
            "id": 1877,
            "name": "Spear Mastery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">Increase your Intelligence score by 1, to a maximum of 20.<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">You gain proficiency with alchemist&rsquo;s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">Over the course of any short rest, you can temporarily improve the potency of one </span><span class=\"fontstyle3\">potion of healing </span><span class=\"fontstyle0\">of any rarity. To use this benefit, you must have alchemist&rsquo;s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion&rsquo;s die roll and regains the maximum number of hit points that the potion can restore.</span> </p>",
            "id": 1878,
            "name": "Alchemist",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Increase your Dexterity score by 1, to a maximum of 20.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain proficiency with thieves&rsquo; tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.</span> </p>",
            "id": 1879,
            "name": "Burglar",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Increase your Constitution score by 1, to a maximum of 20.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain proficiency with cook&rsquo;s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook&rsquo;s utensils, and other supplies on hand. The meal serves up to six <br />people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.</span> </p>",
            "id": 1880,
            "name": "Gourmand",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<p><span class=\"fontstyle0\">You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">Increase your Charisma score by 1, to a maximum of 20.<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.<br /></span><span class=\"fontstyle1\">&bull; </span><span class=\"fontstyle0\">If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.</span> </p>",
            "id": 1881,
            "name": "Master of Disguise",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Dwarf Resilience</h1><p><em>Prerequisit: <a title=\"Dwarf\" href=\"http://race.com/dwarves, hill dwarves\">Dwarf</a><br /></em></p><p>You have the blood of dwarf heroes flowing through your veins. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Constitution score by 1, to a maximum of 20.</p><p>&bull; Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).</p>",
            "id": 2444,
            "name": "Dwarf Resilience - Dwarf",
            "normal": "",
            "prerequisite": "Elf or Half-Elf",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Everybody's Friend</h1><p><em>Prerequisit: <a title=\"Half-Elf\" href=\"http://race.com/half-elf\">Half-Elf</a><br /></em></p><p>You develop your magnetic personality to ease your way through the world.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Charisma score by 1, up to a maximum of 20.</p><p>&bull; You gain proficiency in the Deception and Persuasion skills.&nbsp; If you&rsquo;re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.</p>",
            "id": 2445,
            "name": "Everybody's Friend - Half-Elf",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Prodigy</h1><p><em>Prerequisit: <a title=\"Human\" href=\"http://race.com/humans\">Human</a> or <a title=\"Half-Elf\" href=\"http://race.com/half-elf\">Half-Elf</a><br /></em></p><p>You have a knack for learning new things.&nbsp; You gain the following benefits:</p><p>&bull; Increase one ability score of your choice by 1, to a maximum of 20.</p><p>&bull; You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.</p>",
            "id": 2446,
            "name": "Prodigy - Human / Half-Elf",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Human Determination</h1><p><em>Prerequisit: <a title=\"Human\" href=\"http://race.com/humans\">Human</a> </em></p><p>You are filled with a determination that can draw the unreachable within your reach.&nbsp; You gain the following benefits:</p><p>&bull; Increase one ability score of your choice by 1, to a maximum of 20.</p><p>&bull; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.&nbsp; Once you use this ability, you can&rsquo;t use it again until you finish a short or long rest.</p>",
            "id": 2447,
            "name": "Human Determination - Human",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Arcanist</h1><p>You study the arcane arts, gaining the following benefits:</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a title=\"Arcana\" href=\"http://skill.com/arcana\">Arcana</a> skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You learn the <a title=\"Prestidigitation\" href=\"http://spell.com/prestidigitation\">Prestidigitation</a> and&nbsp;<a title=\"Detect Magic\" href=\"http://spell.com/detect magic\">Detect Magic</a> spells. You can cast <em>Detect Magic</em> once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</p>",
            "id": 2448,
            "name": "Arcanist - Arcana / Intelligence",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Diplomat</h1><p>You master the arts of diplomacy, gaining the following benefits:</p><p>&bull; Increase your Charisma score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Persuasion\" href=\"http://skill.com/persuasion\">Persuasion</a> skill.&nbsp; If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature&rsquo;s Wisdom (Insight) check.&nbsp; If you or your companions are fighting the creature, your check automatically fails.&nbsp; If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.</p><p>&nbsp;</p><p>(Charmed:</p><p>&bull; can't attack the charmer or target the charmer with harmful abilities or magical effects&nbsp;</p><p>&bull; charmer has advantage on any ability check to interact socially with the creature)</p><p>&nbsp;</p>",
            "id": 2449,
            "name": "Diplomat - Persuasion / Charisma",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Empathic</h1><p>You possess keen insight into how other people think and feel.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Wisdom score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a title=\"Insight\" href=\"http://skill.com/insight\">Insight</a> skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you.&nbsp; Make a Wisdom (Insight) check contested by the target&rsquo;s Charisma (Deception) check.&nbsp; If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.</p>",
            "id": 2450,
            "name": "Empathic - Insight / Wisdom",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Naturalist</h1><p>Your extensive study of nature rewards you with the following benefits:</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Nature\" href=\"http://skill.com/nature\">Nature</a> skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You learn the <a title=\"Druidcraft\" href=\"http://spell.com/druidcraft\">Druidcraft</a> and&nbsp;<a title=\"Detect Poison and Disease\" href=\"http://spell.com/detect poison and disease\">Detect Poison and Disease</a> spells.&nbsp; You can cast <em>Detect Poison and Disease</em> once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</p>",
            "id": 2451,
            "name": "Naturalist - Nature / Intelligence",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Quick-Fingered</h1><p>Your nimble fingers and agility let you perform sleight of hand.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Dexterity score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Sleight of Hand\" href=\"http://skill.com/sleight of hand\">Sleight of Hand</a> skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.</p>",
            "id": 2452,
            "name": "Quick-Fingered - Sleight of Hand / Dexterity",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Silver-Tongued</h1><p>You develop your conversational skill to better deceive others.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Charisma score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Deception\" href=\"http://skill.com/deception\">Deception</a> skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you.&nbsp; Make a Charisma (Deception) check contested by the target&rsquo;s Wisdom (Insight) check.&nbsp; If your check succeeds, your movement doesn&rsquo;t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target.&nbsp; If your check fails, the target can&rsquo;t be deceived by you in this way for 1 hour.</p>",
            "id": 2453,
            "name": "Silver-Tongued - Deception / Charisma",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Stealthy</h1><p>You know how best to hide.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Dexterity score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Stealth\" href=\"http://skill.com/stealth\">Stealth</a> skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you&rsquo;re not clearly visible.</p>",
            "id": 2454,
            "name": "Stealthy - Stealth / Dexterity",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Theologian</h1><p>Your extensive study of religion rewards you with the following benefits:</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Religion\" href=\"http://skill.com/religion\">Religion</a> skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You learn the&nbsp;<a title=\"Thaumaturgy\" href=\"http://spell.com/thaumaturgy\">Thaumaturgy</a> and&nbsp;<a title=\"Detect Evil and Good\" href=\"http://spell.com/detect evil and good\">Detect Evil and Good</a> spells.&nbsp; You can cast <em>Detect Evil and Good</em> once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</p>",
            "id": 2455,
            "name": "Theologian - Religion / Intelligence",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Acrobat</h1><p>You become more nimble, gaining the following benefits:</p><p>&bull; Increase your Dexterity score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a title=\"Acrobatics\" href=\"http://skill.com/acrobatics\">Acrobatics</a>&nbsp;skill. &nbsp;If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. &nbsp;If you succeed, difficult terrain doesn&rsquo;t cost you extra movement until the end of the current turn.</p>",
            "id": 2465,
            "name": "Acrobat - Acrobatics / Dexterity",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Animal Handler</h1><p>You master the techniques needed to train and handle animals. You gain the following benefits:</p><p>&bull; Increase your Wisdom score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/animal handling\">Animal Handling</a>&nbsp;skill. &nbsp;If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn&rsquo;t currently following the command of someone else. &nbsp;You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.</p>",
            "id": 2466,
            "name": "Animal Handler - Animal Handling / Wisdom",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Brawny</h1><p>You become stronger, gaining the following benefits:</p><p>&bull; Increase your Strength score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/athletics\">Athletics</a>&nbsp;skill. &nbsp;If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You count as if you were one size larger for the purpose of determining your carrying capacity.</p>",
            "id": 2467,
            "name": "Brawny - Athletics - Strength",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Historian</h1><p>Your study of history rewards you with the following benefits::</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a href=\"http://skill.com/history\">History</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; When you take the Help action to aid another creature&rsquo;s ability check, you can make a DC 15 Intelligence (History) check. &nbsp;On a success, that creature&rsquo;s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. &nbsp;To receive this bonus, the creature must be able to understand what you&rsquo;re saying.</p>",
            "id": 2750,
            "name": "Historian - History / Intelligence",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Investigator</h1><p>You have an eye for detail and can pick out the smallest clues. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/investigation\">Investigation</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull;&nbsp;You can take the Search action as a bonus action.</p>",
            "id": 2751,
            "name": "Investigator - Investigation / Intelligence",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Medic</h1><p>Your master the physician&rsquo;s arts, gaining the&nbsp;following benefits:</p><p>&bull; Increase your Wisdom score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/medicine\">Medicine</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. &nbsp;Make a DC 15 Wisdom (Medicine) check for each creature. &nbsp;On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. &nbsp;A creature can do so only once per rest, regardless of how many Hit Dice it spends.</p>",
            "id": 2752,
            "name": "Medic - Medicine / Wisdom",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Menacing</h1><p>You become fearsome to others, gaining the following benefits:</p><p>&bull; Increase your Charisma&nbsp;score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a href=\"http://skill.com/intimidation\">Intimidation</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. &nbsp;Make a Charisma (Intimidation) check contested by the target&rsquo;s Wisdom (Insight) check. &nbsp;If your check succeeds, the target is frightened until the end of your next turn. &nbsp;If your check fails, the target can&rsquo;t be frightened by you in this way for 1 hour.</p>",
            "id": 2753,
            "name": "Menacing - Intimidation / Charisma",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Perceptive</h1><p>You hone your senses until they become razor sharp. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Wisdom score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/perception\">Perception</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; Being in a lightly obscured area doesn&rsquo;t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.</p>",
            "id": 2754,
            "name": "Perceptive - Perception / Wisdom",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Performer</h1><p>You master performance so that you can command any stage. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Charisma score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a href=\"http://skill.com/performance\">Performance</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; While performing, you can try to distract one humanoid you can see who can see and hear you. &nbsp;Make a Charisma (Performance) check contested by the humanoid&rsquo;s Wisdom (Insight) check. &nbsp;If your check succeeds, you grab the humanoid&rsquo;s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.</p>",
            "id": 2755,
            "name": "Performer - Performance / Charisma",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Survivalist</h1><p>You master wilderness lore, gaining the&nbsp;following benefits:</p><p>&bull; Increase your Wisdom score by 1, to a maximum of 20.</p><p>&bull; You gain proficiency in the&nbsp;<a href=\"http://skill.com/survival\">Survival</a>&nbsp;skill.&nbsp; If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>&bull; You learn the&nbsp;<a href=\"http://spell.com/alarm\">Alarm</a>&nbsp;spell.&nbsp; You can cast&nbsp;it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</p>",
            "id": 2756,
            "name": "Survivalist - Survival / Wisdom",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Barbed Hide</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/tiefling\">Tiefling</a></em></p><p>One of your ancestors was a barbed devil or other spiky fiend. &nbsp;Barbs protrude from your head.&nbsp; You gain the following benefits:</p><p>&bull; Increase your Constitution or Charisma score by 1, up to a maximum of 20.</p><p>&bull; As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. &nbsp;At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/intimidation\">Intimidation</a>&nbsp;skill. &nbsp;If you&rsquo;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</p>",
            "id": 2757,
            "name": "Barbed Hide - Tiefling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Bountiful Luck</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/halflings, lightfoot\">Halfling</a></em></p><p>Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. &nbsp;The ally must use the new roll.</p>",
            "id": 2758,
            "name": "Bountiful Luck - Halfling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Critter Friend</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/gnome (forest)\">Gnome (Forest)</a></em></p><p>Your friendship with animals mystically deepens. &nbsp;You gain the following benefits:</p><p>&bull; You gain proficiency in the <a href=\"http://skill.com/animal handling\">Animal Handling</a>&nbsp;skill. &nbsp;If you&rsquo;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</p><p>&bull; You learn the <a href=\"http://spell.com/speak with animals\">Speak With Animals</a>&nbsp;spell and can cast it at will, without expending a spell slot. &nbsp;You also learn the <a href=\"http://spell.com/animal friendship\">Animal Friendship</a>&nbsp;spell, and you can cast it once with this feat, without expending a spell slot. &nbsp;You regain the ability to cast it in this way when you finish a long rest. &nbsp;Intelligence is your spellcasting ability for these spells.</p>",
            "id": 2759,
            "name": "Critter Friend - Gnome (Forest)",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Dragon Fear</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/dragonborn\">Dragonborn</a></em></p><p>When angered, you radiate menace. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Strength or Charisma score by 1, up to a maximum of 20.</p><p>&bull; Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). &nbsp;A target automatically succeeds if it can&rsquo;t hear or see you. &nbsp;On a failed save, a target becomes frightened for 1 minute. &nbsp;If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.</p>",
            "id": 2760,
            "name": "Dragon Fear - Dragonborn",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Dragon Hide</h1><p><em>Prerequisit:&nbsp;<a title=\"Dragonborn\" href=\"http://race.com/dragonborn\">Dragonborn</a></em></p><p>You inherited the might and majesty of your dragon ancestors. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Strength or Charisma score by 1, up to a maximum of 20.</p><p>&bull; You grow retractable claws from the tips of your fingers. &nbsp;Extending or retracting the claws requires no action. &nbsp;The claws are natural weapons, which you can use to make unarmed strikes. &nbsp;If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p>&bull; Your scales harden; you gain a +1 bonus to AC while you aren&rsquo;t wearing armor.</p>",
            "id": 2761,
            "name": "Dragon Hide - Dragonborn",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Dragon&nbsp;Wings</h1><p><em>Prerequisit:&nbsp;<a title=\"Dragonborn\" href=\"http://race.com/dragonborn\">Dragonborn</a></em></p><p>You sprout draconic wings. &nbsp;With your wings, you have a flying speed of 20 feet if you aren&rsquo;t wearing heavy armor and aren&rsquo;t exceeding your carrying capacity.</p>",
            "id": 2762,
            "name": "Dragon Wings - Dragonborn",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Drow High Magic</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/elf (dark/drow)\">Elf (Dark/Drow)</a></em></p><p>You learn more of the spells typical for your people. &nbsp;You learn <a title=\"Detect Magic\" href=\"http://spell.com/detect magic\">Detect Magic</a>&nbsp;and can cast it at&nbsp;will, without expending a spell slot. &nbsp;You also learn <a title=\"Levitate\" href=\"http://spell.com/levitate\">Levitate</a>&nbsp;and&nbsp;<a title=\"Dispel Magic\" href=\"http://spell.com/dispel magic\">Dispel Magic</a>, each of which you can cast once without expending a spell slot. &nbsp;You regain the ability to cast the spell in this way when you finish a long rest. &nbsp;Charisma is your spellcasting ability for these spells.</p>",
            "id": 2763,
            "name": "Drow High Magic - Elf (Drow)",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Fade Away</h1><p><em>Prerequisit:&nbsp;<a title=\"Gnome\" href=\"http://race.com/gnomes, rock gnomes\">Gnome</a></em></p><p>You can draw on your magical heritage to escape danger. You gain the following benefits:</p><p>&bull; Increase your Intelligence score by 1, up to a maximum of 20.</p><p>&bull; When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. &nbsp;Once you use this ability, you can&rsquo;t do so again until you finish a short or long rest.</p>",
            "id": 2764,
            "name": "Fade Away - Gnome",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Fey Teleportation</h1><p><em>Prerequisit:&nbsp;<a title=\"Elf (high)\" href=\"http://race.com/elves, high elves\">Elf (high)</a><br /></em></p><p>Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:</p><p>&bull; Increase your Intelligence score by 1, to a maximum of 20.</p><p>&bull; You learn the <a title=\"Misty Step\" href=\"http://spell.com/misty step\">Misty Step</a>&nbsp;spell and can cast it once without expending a spell slot. &nbsp;You regain the ability to cast it in this way when you finish a short or long rest. &nbsp;Intelligence is your spellcasting ability for this spell.</p>",
            "id": 2765,
            "name": "Fey Teleportation - Elf (High)",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Flames of Phlegethos</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/tiefling\">Tiefling</a></em></p><p>You learn to call on hellfire to serve your commands. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Intelligence or Charisma score by 1, to a maximum of 20.</p><p>&bull; When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.</p><p>&bull; Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. &nbsp;The flames don&rsquo;t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. &nbsp;While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.</p>",
            "id": 2766,
            "name": "Flames of Phlegethos - Tiefling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Grudge-Bearer</h1><p><em>Prerequisit:&nbsp;<a title=\"Dwarf\" href=\"http://race.com/dwarves, hill dwarves\">Dwarf</a><br /></em></p><p>You have a deep hatred for a particular kind of creature. &nbsp;Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities,&nbsp;oozes, plants, or undead. &nbsp;Alternatively, you can choose two races of humanoid (such as gnolls and orcs). &nbsp;You gain the following benefits:</p><p>&bull; Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.</p><p>&bull; During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.</p><p>&bull; When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.</p><p>&bull; Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you&rsquo;re not normally proficient.</p>",
            "id": 2767,
            "name": "Grudge-Bearer - Dwarf",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Infernal Constitution</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/tiefling\">Tiefling</a></em></p><p>Fiendish blood runs strong in you. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Constitution score by 1, up to a maximum of 20.</p><p>&bull; You have resistance to cold and poison damage.</p><p>&bull; You have advantage on saving throws against being poisoned.</p>",
            "id": 2768,
            "name": "Infernal Constitution - Tiefling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Orcish Aggression</h1><p><em>Prerequisit:&nbsp;<a title=\"Half-orc\" href=\"http://race.com/half-orcs\">Half-orc</a></em></p><p>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. &nbsp;You must end this move closer to the enemy than you started.</p>",
            "id": 2769,
            "name": "Orcish Aggression - Half-orc",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Orcish&nbsp;Fury</h1><p><em>Prerequisit:&nbsp;<a title=\"Half-orc\" href=\"http://race.com/half-orcs\">Half-orc</a></em></p><p>Your fury burns tirelessly. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Strength or Constitution score by 1, up to a maximum of 20.</p><p>&bull; When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon&rsquo;s damage dice an additional time and add it as extra damage of the weapon&rsquo;s damage type. &nbsp;Once you use this ability, you can&rsquo;t use it again until you finish a short or long rest.</p><p>&bull; Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.</p>",
            "id": 2770,
            "name": "Orcish Fury - Half-orc",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Second Chance</h1><p><em>Prerequisit:&nbsp;<a href=\"http://race.com/halflings, lightfoot\">Halfling</a></em></p><p>Fortune favors you. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.</p><p>&bull; When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. &nbsp;Once you use this ability, you can&rsquo;t do so again until you finish a short or long rest.</p>",
            "id": 2771,
            "name": "Second Chance - Halfling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Squat Nimbleness</h1><p><em>Prerequisit: <a title=\"Dwarf\" href=\"http://race.com/dwarves, hill dwarves\">Dwarf</a>,&nbsp;<a title=\"Gnome\" href=\"http://race.com/gnomes, rock gnomes\">Gnome</a>,&nbsp;<a href=\"http://race.com/halflings, lightfoot\">Halfling</a></em></p><p>You are uncommonly nimble for your race. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p>&bull; Increase your walking speed by 5 feet.</p><p>&bull; You gain proficiency in the Acrobatics or Athletics skill. &nbsp;If you&rsquo;re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.</p>",
            "id": 2772,
            "name": "Squat Nimbleness - Dwarf / Gnome / Halfling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Wonder Maker</h1><p><em>Prerequisit:&nbsp;<a title=\"Gnome\" href=\"http://race.com/gnomes, rock gnomes\">Gnome</a></em></p><p>You master the tinker techniques of your people. &nbsp;You gain the following benefits:</p><p>&bull; Increase your Dexterity or Intelligence score by 1, to a maximum of 20.</p><p>&bull; When you make a check using your proficiency with tinker&rsquo;s tools, you add double your proficiency bonus to the check.</p><p>&bull; When you make a device with your Tinker trait, you have the following additional options for what you make:</p><p><strong>Alarm</strong>:&nbsp;&nbsp;This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. &nbsp;One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.</p><p><strong>Calculator</strong>: &nbsp;This device makes doing sums easy.</p><p><strong>Lifter</strong>. &nbsp;This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.</p><p><strong>Timekeeper</strong>. &nbsp;This pocket watch keeps accurate time.</p><p><strong>Weather Sensor</strong>: &nbsp;When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.</p>",
            "id": 2773,
            "name": "Wonder Maker - Gnome (Rock)",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Wood Elf Magic</h1><p><em>Prerequisit:&nbsp;<a title=\"Elf (Wood)\" href=\"http://race.com/elf (wood)\">Elf (Wood)</a><br /></em></p><p>You learn the magic of the primeval woods. &nbsp;You learn one druid cantrip of your choice. &nbsp;You also learn&nbsp;<a title=\"Longstrider\" href=\"http://spell.com/longstrider\">Longstrider</a>&nbsp;and&nbsp;<a title=\"Pass Without Trace\" href=\"http://spell.com/pass without trace\">Pass Without Trace</a>, each of which you can cast once without expending a spell slot. &nbsp;You regain the ability to cast the spell in this way when you finish a long rest. &nbsp;Wisdom is your spellcasting ability for these spells.</p>",
            "id": 2774,
            "name": "Wood Elf Magic - Elf (Wood)",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "General"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 2941,
            "name": "Darkvision",
            "normal": "None",
            "prerequisite": "none",
            "reference": "Usergen",
            "special": "None",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:<a title=\"Dwarves\" href=\"http://race.com/dwarves, hill dwarves\" target=\"_blank\">Dwarves</a></b></div>",
            "id": 2960,
            "name": "Dwarven Resilience",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Dwarves\" href=\"http://race.com/dwarves, hill dwarves\" target=\"_blank\">Dwarves</a></div>",
            "id": 2961,
            "name": "Dwarven Combat Training",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Dwarves\" href=\"http://race.com/dwarves, hill dwarves\" target=\"_blank\">Dwarves</a></div>",
            "id": 2962,
            "name": "Stonecunning",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Hill Dwarves\" href=\"http://race.com/dwarves, hill dwarves\" target=\"_blank\">Hill Dwarves</a></div>",
            "id": 2963,
            "name": "Dwarven toughness",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Mountain Dwarves\" href=\"http://race.com/mountain dwarf\" target=\"_blank\">Mountain Dwarves</a></div>",
            "id": 2964,
            "name": "Dwarven Armor Training",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Elves\" href=\"http://race.com/elves, high elves\" target=\"_blank\">Elves</a></div>",
            "id": 2965,
            "name": "Keen Senses",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 2966,
            "name": "Fey Ancestry",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 \"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 S hours of sleep.",
            "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>Reference:</b> <a title=\"Elves\" href=\"http://race.com/elves, high elves\" target=\"_blank\">Elves</a></div>",
            "id": 2967,
            "name": "Trance",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"High Elves\" href=\"http://race.com/elves, high elves\" target=\"_blank\">High Elves</a></div>",
            "id": 2969,
            "name": "Cantrip",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 2970,
            "name": "Elf Weapon Training",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:<a title=\"Wood Elves\" href=\"http://race.com/wood elf\" target=\"_blank\">Wood Elves</a></b></div>",
            "id": 2971,
            "name": "Fleet of Foot",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wood Elves\" href=\"http://race.com/wood elf\" target=\"_blank\">Wood Elves</a></div>",
            "id": 2972,
            "name": "Mask of the Wild",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Dark Elves (Drow)\" href=\"http://race.com/elf (dark/drow)\" target=\"_blank\">Dark Elves (Drow)</a></div>",
            "id": 2973,
            "name": "Superior Darkvision",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Dark Elves (Drow)\" href=\"http://race.com/elf (dark/drow)\" target=\"_blank\">Dark Elves (Drow)</a></div>",
            "id": 2974,
            "name": "Sunlight Sensitivity",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Dark Elves (Drow)\" href=\"http://race.com/elf (dark/drow)\" target=\"_blank\">Dark Elves (Drow)</a></div>",
            "id": 2975,
            "name": "Drow Magic",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Dark Elves (Drow)\" href=\"http://race.com/elf (dark/drow)\" target=\"_blank\">Dark Elves (Drow)</a></div>",
            "id": 2976,
            "name": "Drow Weapon Training",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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><br /><br /><b>Reference:</b> <a title=\"Halfling\" href=\"http://race.com/halflings, lightfoot\" target=\"_blank\">Halfling</a></div>",
            "id": 2977,
            "name": "Lucky",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Halfling\" href=\"http://race.com/halflings, lightfoot\" target=\"_blank\">Halfling</a></div>",
            "id": 2978,
            "name": "Brave",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Halfling\" href=\"http://race.com/halflings, lightfoot\" target=\"_blank\">Halfling</a></div>",
            "id": 2979,
            "name": "Milling Nimbleness",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Lightfoot\" href=\"http://race.com/halflings, lightfoot\" target=\"_blank\">Lightfoot</a></div>",
            "id": 2980,
            "name": "Naturally Stealthy",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Stout Halfling\" href=\"http://race.com/stout halfling\" target=\"_blank\">Stout Halfling</a></div>",
            "id": 2981,
            "name": "Stout Resilience",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:<a title=\"Dragonborn\" href=\"http://race.com/dragonborn\" target=\"_blank\">Dragonborn</a></b></div>",
            "id": 2982,
            "name": "Draconic Ancestry",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Dragonborn\" href=\"http://race.com/dragonborn\" target=\"_blank\">Dragonborn</a></div>",
            "id": 2983,
            "name": "Breath Weapon",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Dragonborn\" href=\"http://race.com/dragonborn\" target=\"_blank\">Dragonborn</a></div>",
            "id": 2984,
            "name": "Damage Resistance",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Gnomes\" href=\"http://race.com/gnomes, rock gnomes\" target=\"_blank\">Gnomes</a></div>",
            "id": 2985,
            "name": "Gnome Cunning",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:<a title=\"Forest Gnome\" href=\"http://race.com/forest gnome\" target=\"_blank\">Forest Gnome</a></b></div>",
            "id": 2986,
            "name": "Natural Illusionist",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Forest Gnome\" href=\"http://race.com/forest gnome\" target=\"_blank\">Forest Gnome</a></div>",
            "id": 2987,
            "name": "Speak with Small Beasts",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rock Gnome\" href=\"http://race.com/gnomes, rock gnomes\" target=\"_blank\">Rock Gnome</a></div>",
            "id": 2988,
            "name": "Artificer's Lore",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Rock Gnome\" href=\"http://race.com/gnomes, rock gnomes\" target=\"_blank\">Rock Gnome</a></div>",
            "id": 2989,
            "name": "Tinker",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Half-Elves\" href=\"http://race.com/half-elves\" target=\"_blank\">Half-Elves</a></div>",
            "id": 2990,
            "name": "Skill Versatility",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Half-Orc\" href=\"http://race.com/half-orcs\" target=\"_blank\">Half-Orc</a></div>",
            "id": 2991,
            "name": "Menacing",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Half-Orc\" href=\"http://race.com/half-orcs\" target=\"_blank\">Half-Orc</a></div>",
            "id": 2992,
            "name": "Relentless Endurance",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Half-Orc\" href=\"http://race.com/half-orcs\" target=\"_blank\">Half-Orc</a></div>",
            "id": 2993,
            "name": "Savage Attacks",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Tiefling\" href=\"http://race.com/tiefling\" target=\"_blank\">Tiefling</a></div>",
            "id": 2994,
            "name": "Hellish Resistance",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Tiefling\" href=\"http://race.com/tiefling\" target=\"_blank\">Tiefling</a></div>",
            "id": 2995,
            "name": "Infernal Legacy",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "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>Reference:</b> <a title=\"Acolyte\" href=\"http://class.com/acolyte\" target=\"_blank\">Acolyte</a></div>",
            "id": 2996,
            "name": "Shelter of the Faithfull",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Charlatan\" href=\"http://class.com/charlatan\" target=\"_blank\">Charlatan</a></div>",
            "id": 2997,
            "name": "False Identity",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 2998,
            "name": "Criminal Contact",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 2999,
            "name": "By Popular Demand",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Folk Hero\" href=\"http://class.com/folk hero\" target=\"_blank\">Folk Hero</a></div>",
            "id": 3000,
            "name": "Rustic Hospitality",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 3001,
            "name": "Guild Membership",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Hermit\" href=\"http://class.com/hermit\" target=\"_blank\">Hermit</a></div>",
            "id": 3002,
            "name": "Discovery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Noble\" href=\"http://class.com/noble\" target=\"_blank\">Noble</a></div>",
            "id": 3003,
            "name": "Position of Privilege",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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>Reference:</b> <a title=\"Outlander\" href=\"http://class.com/outlander\" target=\"_blank\">Outlander</a></div>",
            "id": 3004,
            "name": "Wanderer",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sage\" href=\"http://class.com/sage\" target=\"_blank\">Sage</a></div>",
            "id": 3005,
            "name": "Researcher",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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>Reference:</b> <a title=\"Sailor\" href=\"http://class.com/sailor\" target=\"_blank\">Sailor</a></div>",
            "id": 3006,
            "name": "Ship's Passage",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Pirate\" href=\"http://class.com/pirate\" target=\"_blank\">Pirate</a></div>",
            "id": 3007,
            "name": "Bad reputation",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Soldier\" href=\"http://class.com/soldier\" target=\"_blank\">Soldier</a></div>",
            "id": 3008,
            "name": "Military rank",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Urchin\" href=\"http://class.com/urchin\" target=\"_blank\">Urchin</a></div>",
            "id": 3009,
            "name": "City Secrets",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Background Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3010,
            "name": "Rage",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</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>",
            "id": 3011,
            "name": "Unarmored Defense",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3012,
            "name": "Reckless Attack",
            "normal": "",
            "prerequisite": "Level 2 Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3013,
            "name": "Danger Sense",
            "normal": "",
            "prerequisite": "Level 2 Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:&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>",
            "id": 3014,
            "name": "Extra Attack",
            "normal": "",
            "prerequisite": "5th level Barbarian, 6th level Bard College of Valor, 5th level Fighter, 5th level Monk, 5th level Paladin, 5th level Ranger",
            "reference": "Usergen",
            "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.",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3015,
            "name": "Fast Movement",
            "normal": "",
            "prerequisite": "5th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3016,
            "name": "Feral Instinct",
            "normal": "",
            "prerequisite": "7th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3017,
            "name": "Brutal Critical",
            "normal": "",
            "prerequisite": "9th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3018,
            "name": "Relentless Rage",
            "normal": "",
            "prerequisite": "11th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3019,
            "name": "Persistent Rage",
            "normal": "",
            "prerequisite": "15th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3020,
            "name": "Indomitable Might",
            "normal": "",
            "prerequisite": "18th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3021,
            "name": "Primal Champion",
            "normal": "",
            "prerequisite": "20th level Barbarian",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3022,
            "name": "Frenzy",
            "normal": "",
            "prerequisite": "3rd level Barbarian, Path of the Berseker",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3023,
            "name": "Mindless Rage",
            "normal": "",
            "prerequisite": "6th level Barbarian, Path of the Berseker",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3024,
            "name": "Intimidating Presence",
            "normal": "",
            "prerequisite": "10th level Barbarian, Path of the Berseker",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3025,
            "name": "Retaliation",
            "normal": "",
            "prerequisite": "14th level Barbarian, Path of the Berseker",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3026,
            "name": "Spirit Seeker",
            "normal": "",
            "prerequisite": "3rd level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3027,
            "name": "Totem Spirit",
            "normal": "",
            "prerequisite": "3th level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3028,
            "name": "Aspect of the Beast",
            "normal": "",
            "prerequisite": "6th level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3029,
            "name": "Spirit Walker",
            "normal": "",
            "prerequisite": "10th level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3030,
            "name": "Totemic Attunement",
            "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",
            "prerequisite": "14th level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.",
            "full_text": "<div><h2>Primal Path [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Barbarian, Path of the Totem Warrior</p></div><div><p><b>Benefit:</b> At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.</p></div><br /><br /><b>Reference:</b> <a title=\"Barbarian\" href=\"http://class.com/barbarian\" target=\"_blank\">Barbarian</a></div>",
            "id": 3031,
            "name": "Primal Path",
            "normal": "",
            "prerequisite": "3rd level Barbarian, Path of the Totem Warrior",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 3032,
            "name": "Cantrips",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 3033,
            "name": "Ritual Casting",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</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>",
            "id": 3034,
            "name": "Spellcasting Focus",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3035,
            "name": "Bardic Inspiration",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3036,
            "name": "Jack of All Trades",
            "normal": "",
            "prerequisite": "2nd level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3037,
            "name": "Song of Rest",
            "normal": "",
            "prerequisite": "2nd level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.",
            "full_text": "<div><h2>Bard College [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Bard</p></div><div><p><b>Benefit:</b> At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3038,
            "name": "Bard College",
            "normal": "",
            "prerequisite": "3rd level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div></div></div><p><br /><br /><b>Reference:</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>",
            "id": 3039,
            "name": "Expertise",
            "normal": "",
            "prerequisite": "3rd level Bard, 1st level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3040,
            "name": "Font of Inspiration",
            "normal": "",
            "prerequisite": "5th level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3041,
            "name": "Countercharm",
            "normal": "",
            "prerequisite": "6th level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3042,
            "name": "Magical Secrets",
            "normal": "",
            "prerequisite": "10th level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3043,
            "name": "Superior Inspiration",
            "normal": "",
            "prerequisite": "20th level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of ",
            "full_text": "<div><h2>College of Lore [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Bard</p></div><div><p><b>Benefit:</b> Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self- important figures of authority.</p><p><strong>Bonus Proficiencies</strong> When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.</p></div><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3044,
            "name": "College of Lore",
            "normal": "",
            "prerequisite": "3rd level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3045,
            "name": "Cutting Words",
            "normal": "",
            "prerequisite": "3rd level Bard, College of Lore",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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": "<div><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><br /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3046,
            "name": "Additional Magical Secrets",
            "normal": "",
            "prerequisite": "6th level Bard, College of Lore",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3047,
            "name": "Peerless skill",
            "normal": "",
            "prerequisite": "14th level Bard, College of Lore",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. B",
            "full_text": "<div><h2>College of Valor [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Bard</p></div><div><p><b>Benefit:</b> 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'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><strong>Bonus Proficiencies</strong>. When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.</p></div><br /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3048,
            "name": "College of Valor",
            "normal": "",
            "prerequisite": "3rd level Bard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3049,
            "name": "Combat Inspiration",
            "normal": "",
            "prerequisite": "3rd level Bard, College of Valor",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Bard\" href=\"http://class.com/bard\" target=\"_blank\">Bard</a></div>",
            "id": 3050,
            "name": "Battle Magic",
            "normal": "",
            "prerequisite": "14th level Bard, College of Valor",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><br /><br /><b>Reference:</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=\"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>",
            "id": 3051,
            "name": "Ability Score Improvement",
            "normal": "",
            "prerequisite": "level 4",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. DOMAIN SPELLS Each domain has a list of spells\u2014it",
            "full_text": "<div><h2>Divine Domain [Class Feat]</h2><div><p><b>Prerequisite: </b>Cleric</p></div><div><p><b>Benefit:</b> Choose one domain related to your deity:</p><ul><li>Knowledge</li><li>Life</li><li>Light</li><li>Nature</li><li>Tempest</li><li>Trickery</li><li>War</li></ul><p>Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it.</p><p>Your choice grants you domain spells and other features when you choose it at 1st level.</p><p>It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells:</strong> Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p></div><br /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3052,
            "name": "Divine Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving",
            "full_text": "<div><h2>Channel Divinity [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Cleric</p></div><div><p><b>Benefit:</b> At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.</p><p>You start with two such effects: Turn Undead and an effect determined by your domain.</p><p>Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. &nbsp;</p><p>Channel Divinity: Turn Undead 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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3053,
            "name": "Channel Divinity",
            "normal": "",
            "prerequisite": "2nd level Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3054,
            "name": "Channel Divinity: Turn Undead",
            "normal": "",
            "prerequisite": "2nd level Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3055,
            "name": "Destroy Undead",
            "normal": "",
            "prerequisite": "5th level Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3056,
            "name": "Divine Intervention",
            "normal": "",
            "prerequisite": "10th level Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "The gods of knowledge\u2014including Oghma, Soccoh, Gilean, Aureon, and Thoth\u2014value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve",
            "full_text": "<h2>Knowledge Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:</b> The gods of knowledge&mdash;including Oghma, Soccoh, Gilean, Aureon, and Thoth&mdash;value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p><p>&nbsp;</p><table><tbody><tr><td colspan=\"2\">KNOWLEDGE DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>command, identify</td></tr><tr><td>3rd</td><td>augury, suggestion</td></tr><tr><td>5th</td><td>nondetection, speak with dead</td></tr><tr><td>7th</td><td>arcane eye, confusion</td></tr><tr><td>9th</td><td>legend lore, scrying</td></tr></tbody></table></div><p>&nbsp;</p><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3057,
            "name": "Knowledge Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3058,
            "name": "Blessings of Knowledge",
            "normal": "",
            "prerequisite": "Cleric, Knowledge Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3059,
            "name": "Channel Divinity: Knowledge of the Ages",
            "normal": "",
            "prerequisite": "2nd level Cleric, Knowledge Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3060,
            "name": "Channel Divinity: Read Thoughts",
            "normal": "",
            "prerequisite": "6th level Cleric, Knowledge Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3061,
            "name": "Potent Spellcasting",
            "normal": "",
            "prerequisite": "8th level Cleric, Knowledge Domain, Light Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3062,
            "name": "Visions of the Past",
            "normal": "",
            "prerequisite": "17th level Cleric, Knowledge Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Life domain",
            "full_text": "<h2>Life&nbsp;Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:</b>&nbsp;The Life domain focuses on the vibrant positive energy&mdash;one of the fundamental forces of the universe&mdash; that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Water, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).</p><p>&nbsp;</p><table><tbody><tr><td colspan=\"2\">LIFE&nbsp;DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>bless, cure wounds</td></tr><tr><td>3rd</td><td>lesser restauration, spiritual weapon</td></tr><tr><td>5th</td><td>beacon of hope, rivivify</td></tr><tr><td>7th</td><td>death ward, guardian of faith</td></tr><tr><td>9th</td><td>mass cure wounds, raise dead</td></tr></tbody></table></div><div class=\"page\" title=\"Page 61\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Bonus Proficiency:&nbsp;</strong>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p></div></div></div><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3063,
            "name": "Life Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3064,
            "name": "Disciple of Life",
            "normal": "",
            "prerequisite": "Cleric, Life Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a>You can't use this feature on an undead or a construct.</p></div></div>",
            "id": 3065,
            "name": "Channel Divinity: Preserve Life",
            "normal": "",
            "prerequisite": "2nd level Cleric, Life Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3066,
            "name": "Blessed Healer",
            "normal": "",
            "prerequisite": "6th level Cleric, Life Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3067,
            "name": "Divine Strike",
            "normal": "",
            "prerequisite": "8th level Cleric, Life Domain, Nature Domain, Tempest Domain, Trickery domain, War Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3068,
            "name": "Supreme Healing",
            "normal": "",
            "prerequisite": "17th level Cleric, Life Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Light Domain",
            "full_text": "<h2>Light Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:</b>&nbsp;Gods of light&mdash;including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re&bull;Horakhty&mdash;promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.</p><table><tbody><tr><td colspan=\"2\">LIGHT DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>burning hands, faerie fire</td></tr><tr><td>3rd</td><td>flaming sphere, scorching ray</td></tr><tr><td>5th</td><td>daylight, fireball</td></tr><tr><td>7th</td><td>guardian of faith, wall of fire</td></tr><tr><td>9th</td><td>flame strike, scrying</td></tr></tbody></table></div><div class=\"page\" title=\"Page 61\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Bonus Cantrip:&nbsp;</strong>When you choose this domain at 1st level, you gain&nbsp;the <em>light</em> cantrip if you don't aready know it.</p></div></div></div><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3069,
            "name": "Light Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3070,
            "name": "Warding Flare",
            "normal": "",
            "prerequisite": "Cleric, Light Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3071,
            "name": "Channel Divinity: Radiance of the Dawn",
            "normal": "",
            "prerequisite": "2nd level Cleric, Light Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3072,
            "name": "Improved Flare",
            "normal": "",
            "prerequisite": "6th level Cleric, Light Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3073,
            "name": "Corona of Light",
            "normal": "",
            "prerequisite": "17th level Cleric, Light Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Nature Domain",
            "full_text": "<h2>Nature&nbsp;Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:</b>&nbsp;Gods of nature are as varied as the natural world itself. from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.</p><table><tbody><tr><td colspan=\"2\">NATURE&nbsp;DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>animal friendship, speak with animals</td></tr><tr><td>3rd</td><td>barkskin, spike growth</td></tr><tr><td>5th</td><td>plant growth, wind wall</td></tr><tr><td>7th</td><td>dominate beast, grasping vine</td></tr><tr><td>9th</td><td>insect plague, tree stride</td></tr></tbody></table></div><div class=\"page\" title=\"Page 63\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Bonus Proficiency:</strong>&nbsp;Also at 1st level, you gain proficiency with heavy armor.</p></div></div></div><p><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3074,
            "name": "Nature Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><br /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3075,
            "name": "Acolyte of Nature",
            "normal": "",
            "prerequisite": "Cleric, Nature Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3076,
            "name": "Channel Divinity: Charm Animals and Plants",
            "normal": "",
            "prerequisite": "2nd level Cleric, Nature Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3077,
            "name": "Dampen Elements",
            "normal": "",
            "prerequisite": "6th level Cleric, Nature Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3078,
            "name": "Master of Nature",
            "normal": "",
            "prerequisite": "17th level Cleric, Nature Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Tempest Domain",
            "full_text": "<h2>Tempest&nbsp;Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:&nbsp;</b>Gods whose portfolios include the Tempest domain&mdash; including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor&mdash;govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.</p><p>&nbsp;</p><table><tbody><tr><td colspan=\"2\">TEMPEST&nbsp;DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>fog cloud, thunderwave</td></tr><tr><td>3rd</td><td>gust of wind, shatter</td></tr><tr><td>5th</td><td>call lightning, sleet storm</td></tr><tr><td>7th</td><td>control weather, ice storm</td></tr><tr><td>9th</td><td>destructive wave, insect plague</td></tr></tbody></table></div><p><strong>&nbsp;Bonus Proficiencies:</strong> At 1st level, you gain proficiency with martial weapons and heavy armor.</p><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3079,
            "name": "Tempest Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Trickery Domain",
            "full_text": "<h2>Trickery&nbsp;Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:&nbsp;</b>Gods of trickery&mdash;such as Tymora, Beshaba, Olidammara, the Traveler. Garl Glittergold, and Loki&mdash;are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge. pranks, deception, and theft rather than direct confrontation.</p><table><tbody><tr><td colspan=\"2\">TRICKERY DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>charm person, disguise self</td></tr><tr><td>3rd</td><td>mirror image, pass without trace</td></tr><tr><td>5th</td><td>blink, dispel magic</td></tr><tr><td>7th</td><td>dimension door, polymorph</td></tr><tr><td>9th</td><td>dominate person, modify memory</td></tr></tbody></table></div><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3080,
            "name": "Trickery Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "War Domain",
            "full_text": "<h2>War&nbsp;Domain [Class Feat]</h2><div><p><b>Prerequisite:</b> Cleric</p></div><div><p><b>Benefit:&nbsp;</b>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury. Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.</p><table><tbody><tr><td colspan=\"2\">WAR&nbsp;DOMAIN SPELLS</td></tr><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>divine favor, shield of faith</td></tr><tr><td>3rd</td><td>magic weapons spiritual weapon</td></tr><tr><td>5th</td><td>crusaders's mantle, spirit guardians</td></tr><tr><td>7th</td><td>freedom of movement, stoneskin</td></tr><tr><td>9th</td><td>flame strike, hold monster</td></tr></tbody></table></div><div class=\"page\" title=\"Page 64\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Bonus Proficiencies:</strong> At 1st level, you gain proficiency with martial weapons and heavy armor.</p></div></div></div><p><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></p>",
            "id": 3081,
            "name": "War Domain",
            "normal": "",
            "prerequisite": "Cleric",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3082,
            "name": "Wrath of the Storm",
            "normal": "",
            "prerequisite": "Cleric, Tempest Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3083,
            "name": "Channel Divinity: Destructive Wrath",
            "normal": "",
            "prerequisite": "2nd level Cleric, Tempest Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3084,
            "name": "Thunderbolt Strike",
            "normal": "",
            "prerequisite": "6th level Cleric, Tempest Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3085,
            "name": "Stormborn",
            "normal": "",
            "prerequisite": "17th level Cleric, Tempest Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3086,
            "name": "Blessing of the Trickster",
            "normal": "",
            "prerequisite": "Cleric, Trikery Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3087,
            "name": "Channel Divinity: Invoke Duplicity",
            "normal": "",
            "prerequisite": "2nd level Cleric, Trickery Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3088,
            "name": "Channel Divinity: Cloak of Shadows",
            "normal": "",
            "prerequisite": "6th level Cleric, Trickery Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3089,
            "name": "Improved Duplicity",
            "normal": "",
            "prerequisite": "17th level Cleric, Trickery Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3090,
            "name": "War Priest",
            "normal": "",
            "prerequisite": "Cleric, War Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3091,
            "name": "Channel Divinity: Guided Strike",
            "normal": "",
            "prerequisite": "2nd level Cleric, WarDomain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3092,
            "name": "Channel Divinity: War God's Blessing",
            "normal": "",
            "prerequisite": "6th level Cleric, War Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Cleric\" href=\"http://class.com/cleric\" target=\"_blank\">Cleric</a></div>",
            "id": 3093,
            "name": "Avatar of Battle",
            "normal": "",
            "prerequisite": "17th level Cleric, War Domain",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3094,
            "name": "Druidic",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><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>Reference:&nbsp;<a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></b></p>",
            "id": 3095,
            "name": "Wild Shape",
            "normal": "",
            "prerequisite": "2nd level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.",
            "full_text": "<div><h2>Druid Circle [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Druid</p></div><div><p><b>Benefit:</b> At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3096,
            "name": "Druid Circle",
            "normal": "",
            "prerequisite": "2nd level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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</p></div><div><p><b>Benefit:</b> 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></div><br /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3097,
            "name": "Timeless Body",
            "normal": "",
            "prerequisite": "18th level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3098,
            "name": "Beast Spells",
            "normal": "",
            "prerequisite": "18th level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3099,
            "name": "Archdruid",
            "normal": "",
            "prerequisite": "20th level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Circle of the Land",
            "full_text": "<h2>Circle of the Land [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Druid</p></div><div><p><b>Benefit:</b>&nbsp;The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. Asa member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.</p><div class=\"page\" title=\"Page 69\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Bonus Cantrip:</strong> When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p></div></div></div></div><p><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></p>",
            "id": 3100,
            "name": "Circle of the Land",
            "normal": "",
            "prerequisite": "2nd level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3101,
            "name": "Natural Recovery",
            "normal": "",
            "prerequisite": "2nd level Druid, Circle of the Land",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><table><tbody><tr><td colspan=\"2\"><strong>Arctic</strong></td><td colspan=\"2\"><strong>Coast</strong></td><td colspan=\"2\"><strong>Desert</strong></td><td colspan=\"2\"><strong>Forest</strong></td></tr><tr><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td></tr><tr><td>3rd</td><td>hold person, spike growth</td><td>3rd</td><td><p>mirror image, misty step</p></td><td>3rd</td><td>blur, silence</td><td>3rd</td><td>barkskin,spider climb</td></tr><tr><td>5th</td><td>sleet storm, slow</td><td>5th</td><td>water breathing, water walk</td><td>5th</td><td>create foor and water, protection from energy</td><td>5th</td><td>call lightning, plant growth</td></tr><tr><td>7th</td><td>freedom of movement, ice storm</td><td>7th</td><td>control water, freedom of movement</td><td>7th</td><td>blight, hallucinatory terrain</td><td>7th</td><td>divination, freedom of movement</td></tr><tr><td>9th</td><td>commune with nature, cone of cold</td><td>9th</td><td>conjure elemental, scrying</td><td>9th</td><td>insect plague, wall of stone</td><td>9th</td><td>commune with nature, tree stride</td></tr><tr><td colspan=\"2\"><strong>Grassland</strong></td><td colspan=\"2\"><strong>Mountain</strong></td><td colspan=\"2\"><strong>Swamp</strong></td><td colspan=\"2\"><strong>Underdark</strong></td></tr><tr><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td><td>Druid Level</td><td>Circle Spells</td></tr><tr><td>3rd</td><td>invisibility, pass without trace</td><td>3rd</td><td>spider climb, spike growth</td><td>3rd</td><td>darkness, Melf's acid arrow</td><td>3rd</td><td>spider climb, web</td></tr><tr><td>5th</td><td>daylight, haste</td><td>5th</td><td>lightning bolt, meld into stone</td><td>5th</td><td>water walk, stinking cloud</td><td>5th</td><td>gaseous form, stinking cloud</td></tr><tr><td>7th</td><td>divination, freedom of movement</td><td>7th</td><td>stone shape, stoneskin</td><td>7th</td><td>freedom of movement, locate creature</td><td>7th</td><td>greater invisibility, stone shape</td></tr><tr><td>9th</td><td>dream, insect plague</td><td>9th</td><td>passwall, wall of stone</td><td>9th</td><td>insect plague, scrying</td><td>9th</td><td>cloudkill, insect plague</td></tr></tbody></table><p><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></p>",
            "id": 3102,
            "name": "Circle Spells",
            "normal": "",
            "prerequisite": "3rd level Druid, Circle of the Land",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 3103,
            "name": "Land's Stride",
            "normal": "",
            "prerequisite": "6th level Druid, Circle of the Land, 8th level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3104,
            "name": "Nature's Ward",
            "normal": "",
            "prerequisite": "10th level Druid, Circle of the Land",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3105,
            "name": "Nature's Sanctuary",
            "normal": "",
            "prerequisite": "14th level Druid, Circle of the Land",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day. and crash through the undergrowth in bear form to drive off a trespassin",
            "full_text": "<div><h2>Circle of the Moon [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Druid</p></div><div><p><b>Benefit:</b> Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day. and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.</p></div><br /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3106,
            "name": "Circle of the Moon",
            "normal": "",
            "prerequisite": "2nd level Druid",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3107,
            "name": "Combat Wild Shape",
            "normal": "",
            "prerequisite": "2nd level Druid, Circle of the Moon",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3108,
            "name": "Circle Forms",
            "normal": "",
            "prerequisite": "2nd level Druid, Circle of the Moon",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3109,
            "name": "Primal Strike",
            "normal": "",
            "prerequisite": "6th level Druid, Circle of the Moon",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3110,
            "name": "Elemental Wild Shape",
            "normal": "",
            "prerequisite": "10th level Druid, Circle of the Moon",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Druid\" href=\"http://class.com/druid\" target=\"_blank\">Druid</a></div>",
            "id": 3111,
            "name": "Thousand Forms",
            "normal": "",
            "prerequisite": "14th level Druid, Circle of the Moon",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</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>",
            "id": 3112,
            "name": "Fighting Style",
            "normal": "",
            "prerequisite": "1st level Fighter, 2nd level Paladin, 2nd level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3113,
            "name": "Archery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3114,
            "name": "Defense",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3115,
            "name": "Dueling",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3116,
            "name": "Great Weapon Fighting",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3117,
            "name": "Protection",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3118,
            "name": "Two-Weapon Fighting",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3119,
            "name": "Second Wind",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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><br /><br /><b>Reference:</b>&nbsp; &nbsp; &nbsp;<a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></p>",
            "id": 3120,
            "name": "Action Surge",
            "normal": "",
            "prerequisite": "2nd level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": " At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.",
            "full_text": "<div><h2>Martial Archetype [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Fighter</p></div><div><p><b>Benefit:</b> At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose:</p><ul><li>Champion</li><li>Battle Master</li><li>Eldritch Knight</li></ul><p>all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3121,
            "name": "Martial Archetype",
            "normal": "",
            "prerequisite": "3rd level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3122,
            "name": "Indomitable",
            "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.",
            "prerequisite": "9th level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.",
            "full_text": "<div><h2>Champion [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Fighter</p></div><div><p><b>Benefit:</b> The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.</p></div><br /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3123,
            "name": "Champion",
            "normal": "",
            "prerequisite": "3rd level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3124,
            "name": "Improved Critical",
            "normal": "",
            "prerequisite": "3rd level Fighter, Champion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3125,
            "name": "Remarkeble Athlete",
            "normal": "",
            "prerequisite": "7th level Fighter, Champion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 10th level, you can choose a second option from the Fighting Style class feature.",
            "full_text": "<div><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><br /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3126,
            "name": "Additional Fighting Style",
            "normal": "",
            "prerequisite": "10th level Fighter, Champion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3127,
            "name": "Superior Critical",
            "normal": "",
            "prerequisite": "15th level Fighter, Champion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3128,
            "name": "Survivor",
            "normal": "",
            "prerequisite": "18th level Fighter, Champion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of 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.",
            "full_text": "<div><h2>Battle Master [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Fighter</p></div><div><p><b>Benefit:</b> Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of 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></div><br /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3129,
            "name": "Battle Master",
            "normal": "",
            "prerequisite": "3rd level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 [General]</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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3130,
            "name": "Combat Superiority",
            "normal": "",
            "prerequisite": "3rd level Fighter, Battle Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3131,
            "name": "Student of War",
            "normal": "",
            "prerequisite": "3rd level Fighter, Battle Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3132,
            "name": "Know Your Enemy",
            "normal": "",
            "prerequisite": "7th level Fighter, Battle Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3133,
            "name": "Improved Combat Superiority",
            "normal": "",
            "prerequisite": "10th level Fighter, Battle Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3134,
            "name": "Relentless",
            "normal": "",
            "prerequisite": "15th level Fighter, Battle Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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",
            "full_text": "<h2>Eldritch Knight [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Fighter</p></div><div><p><b>Benefit:</b> 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.</p><p>Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat.</p><p>These knights learn a comparatively small number of spells, committing them to memory instead of keepiiig them in a spellbook.</p></div><div class=\"page\" title=\"Page 76\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>SPELLCASTING</strong></p><p>When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</p><p><strong>Cantrips.</strong> You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.</p><p><strong>Spell Slots.</strong> The Eldritch Knight 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's level or higher. You regain all expended spell slots when you finish a long rest.</p><p>For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.</p><p><strong>Spells Known of 1st-Level and Higher.</strong> You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.</p><p>The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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.</p><p>The spells you learn at 8th, 14th. and 20th level can come from any school of magic.</p><p>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<br /> new spell must be of a level for which you have spell slots, and it must he an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th. or 20th level.</p><p><strong>Spellcasting Ability.</strong> Intelligence is your spellcasting ability for your wizard spells, since you learn your<br /> spells through study and memorization. You use your lntelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.</p><p>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p>Spell attack modifier = your proficiency bonus + your Intelligence modifier</p></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></p>",
            "id": 3135,
            "name": "Eldritch Knight",
            "normal": "",
            "prerequisite": "3rd level Fighter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></p>",
            "id": 3136,
            "name": "Weapon Bond",
            "normal": "",
            "prerequisite": "3rd level Fighter, Eldritch Knight",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3137,
            "name": "War Magic",
            "normal": "",
            "prerequisite": "7th level Fighter, Eldritch Knight",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3138,
            "name": "Eldritch Strike",
            "normal": "",
            "prerequisite": "10th level Fighter, Eldritch Knight",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3139,
            "name": "Arcane Charge",
            "normal": "",
            "prerequisite": "15th level Fighter, Eldritch Knight",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Fighter\" href=\"http://class.com/fighter\" target=\"_blank\">Fighter</a></div>",
            "id": 3140,
            "name": "Improved War Magic",
            "normal": "",
            "prerequisite": "18th level Fighter, Eldritch Knight",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3141,
            "name": "Martial Arts",
            "normal": "",
            "prerequisite": "Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3142,
            "name": "Ki",
            "normal": "",
            "prerequisite": "2nd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3143,
            "name": "Flurry of Blows",
            "normal": "",
            "prerequisite": "2nd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3144,
            "name": "Patient Defense",
            "normal": "",
            "prerequisite": "2nd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3145,
            "name": "Step of the Wind",
            "normal": "",
            "prerequisite": "2nd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3146,
            "name": "Unarmored Movement",
            "normal": "",
            "prerequisite": "2nd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th. 11th, and 17th level.",
            "full_text": "<div><h2>Monastic Tradition [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Monk</p></div><div><p><b>Benefit:</b> When you reach 3rd level, you commit yourself to a monastic tradition:</p><ul><li>the Way of the Open Hand</li><li>the Way of Shadow</li><li>the Way of the Four Elements</li></ul><p>all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th. 11th, and 17th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3147,
            "name": "Monastic Tradition",
            "normal": "",
            "prerequisite": "3rd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3148,
            "name": "Deflect Missiles",
            "normal": "",
            "prerequisite": "3rd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3149,
            "name": "Slow Fall",
            "normal": "",
            "prerequisite": "4th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:<a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></b></div>",
            "id": 3150,
            "name": "Stunning Strike",
            "normal": "",
            "prerequisite": "5th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3151,
            "name": "Ki-Empowered Strike",
            "normal": "",
            "prerequisite": "6th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</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>",
            "id": 3152,
            "name": "Evasion",
            "normal": "",
            "prerequisite": "7th level Monk, 7th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3153,
            "name": "Stillness of Mind",
            "normal": "",
            "prerequisite": "7th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3154,
            "name": "Purity of Body",
            "normal": "",
            "prerequisite": "10th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3155,
            "name": "Tongue of the Sun and Moon",
            "normal": "",
            "prerequisite": "13th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3156,
            "name": "Diamond Soul",
            "normal": "",
            "prerequisite": "14th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></p>",
            "id": 3158,
            "name": "Empty Body",
            "normal": "",
            "prerequisite": "18th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3159,
            "name": "Perfect Self",
            "normal": "",
            "prerequisite": "20th level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents. manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. OPEN HAND TECHNIQUE Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose",
            "full_text": "<div><h2>Way of the Open Hand [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Monk</p></div><div><p><b>Benefit:</b> Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents. manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.</p><p><strong>Open Hand Technic&nbsp;</strong>Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:</p><p>&bull; It must succeed on a Dexterity saving throw or be knocked prone.</p><p>&bull; It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</p><p>&bull; lt can't take reactions until the end of your next turn.</p></div><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3160,
            "name": "Way of the Open Hand",
            "normal": "",
            "prerequisite": "3rd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></p>",
            "id": 3161,
            "name": "Wholeness of Body",
            "normal": "",
            "prerequisite": "6th level Monk, Way of the Open Hand",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3162,
            "name": "Tranquility",
            "normal": "",
            "prerequisite": "11th level Monk, Way of the Open Hand",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3163,
            "name": "Quivering Palm",
            "normal": "",
            "prerequisite": "17th level Monk, Way of the Open Hand",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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' 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 ",
            "full_text": "<div><h2>Way of Shadow [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Monk</p></div><div><p><b>Benefit:</b> 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' 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.</p></div><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3164,
            "name": "Way of Shadow",
            "normal": "",
            "prerequisite": "3rd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3165,
            "name": "Shadow Arts",
            "normal": "",
            "prerequisite": "6th level Monk, Way of Shadow",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3166,
            "name": "Shadow Step",
            "normal": "",
            "prerequisite": "6th level Monk, Way of Shadow",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3167,
            "name": "Cloak of Shadows",
            "normal": "",
            "prerequisite": "11th level Monk, Way of Shadow",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3168,
            "name": "Opportunist",
            "normal": "",
            "prerequisite": "17th level Monk, Way of Shadow",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, moun",
            "full_text": "<div><h2>Way of the Four Elements [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Monk</p></div><div><p><b>Benefit:</b> You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.</p><p>Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.</p></div><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></div>",
            "id": 3169,
            "name": "Way of the Four Elements",
            "normal": "",
            "prerequisite": "3rd level Monk",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div></div></div></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Monk\" href=\"http://class.com/monk\" target=\"_blank\">Monk</a></p>",
            "id": 3170,
            "name": "Discipel of the Elements",
            "normal": "",
            "prerequisite": "3rd level Monk, Way of the Four Elements",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3171,
            "name": "Divine Sense",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3172,
            "name": "Lay on Hands",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3173,
            "name": "Divine Smite",
            "normal": "",
            "prerequisite": "2nd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3174,
            "name": "Divine Health",
            "normal": "",
            "prerequisite": "3rd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. OATH SPELLS Each oath has a list of ",
            "full_text": "<div><h2>Sacred Oath [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Paladin</p></div><div><p><b>Benefit:</b> When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose</p><ul><li>the Oath of Devotion</li><li>the Oath of the Ancients</li><li>the Oath of Vengeance</li></ul><p>all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.</p><p><strong>Oath Spells:</strong> Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell. you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.</p><p><strong>Channel Divinity:</strong> Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.</p></div><br /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3175,
            "name": "Sacred Oath",
            "normal": "",
            "prerequisite": "3rd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3176,
            "name": "Aura of Protection",
            "normal": "",
            "prerequisite": "6th level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3177,
            "name": "Aura of Courage",
            "normal": "",
            "prerequisite": "10th level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3178,
            "name": "Improved Divine Smite",
            "normal": "",
            "prerequisite": "11th level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3179,
            "name": "Cleansing Touch",
            "normal": "",
            "prerequisite": "14th level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor,",
            "full_text": "<h2>Oath of Devotion [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Paladin</p></div><div><p><b>Benefit:</b> The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, 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' 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><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><h3>Tenets of Devotion</h3><p>Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.</p><p><em><strong>Honesty.</strong></em> Don't lie or cheat. Let your word be your promise.</p><p><em><strong>Courage.</strong></em> Never fear to act, though caution is wise.</p><p><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.</p><p><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.</p><p><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>Oath Spells</h3><p>You gain oath spells at the paladin levels listed.</p><table><tbody><tr><td colspan=\"2\"><em><strong>Oath of Devotion Spells</strong></em></td></tr><tr><td><strong>Paladin Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>3rd</td><td>protection from evil and good, sanctuary</td></tr><tr><td>5th</td><td>lesser restoration, roue of truth</td></tr><tr><td>9th</td><td>beacon of hope, dispel magic</td></tr><tr><td>13th</td><td>freedom of movement, guardian of faith</td></tr><tr><td>17th</td><td>freedom of movement, guardian of faith commune, flame strike</td></tr></tbody></table><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p><p><strong>Sacred Weapon.</strong> As an action, you can imbue one weapon that you are holding with positive energy,<br /> using your Channel Divinity. For 1 minute, you add<br /> 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><p><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. 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 takereactions. 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></div></div></div></div></div></div></div></div></div><p><br /><br /><b>Reference:&nbsp;<a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></b></p>",
            "id": 3180,
            "name": "Oath of Devotion",
            "normal": "",
            "prerequisite": "3rd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "",
            "full_text": "<h2>Oath of the Ancients&nbsp;[Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Paladin</p></div><div><p><b>Benefit:</b>&nbsp;</p><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><p>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, 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></div></div></div><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><h3>Tenets of&nbsp;the Ancients</h3><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><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 taw or chaos. Its four central principles are simple.</p></div></div></div><p><em><strong>Ki</strong><strong>n</strong><strong>dle the Light.</strong></em> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.</p><div class=\"page\" title=\"Page 88\"><div class=\"layoutArea\"><div class=\"column\"><p><em><strong>Shelter the Light.</strong></em> Where there is good, beauty, love. and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.</p><p><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't preserve it in the world.</p><p><em><strong>Be the Light.</strong></em> 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></div></div></div><h3>Oath Spells</h3><p>You gain oath spells at the paladin levels listed.</p><table><tbody><tr><td colspan=\"2\"><em><strong>Oath of the Ancients&nbsp;Spells</strong></em></td></tr><tr><td><strong>Paladin Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>3rd</td><td>ensnaring strike, speak with animals</td></tr><tr><td>5th</td><td>misty step, moonbeam</td></tr><tr><td>9th</td><td>plant growth, protection from energy</td></tr><tr><td>13th</td><td>ice storm, stoneskin</td></tr><tr><td>17th</td><td>commune with nature, tree stride</td></tr></tbody></table><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p><div class=\"page\" title=\"Page 88\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Nature's Wrath:&nbsp;</strong>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&nbsp;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><p><strong>Turn the Faithless:</strong> 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 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. 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. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</p></div></div></div></div></div></div></div></div></div></div></div></div></div><p><br /><b>Reference:&nbsp;<a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></b></p>",
            "id": 3181,
            "name": "Oath of the Ancients",
            "normal": "",
            "prerequisite": "3rd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "",
            "full_text": "<h2>Oath of Vengeance&nbsp;[Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Paladin</p></div><div><p><b>Benefit:</b>&nbsp;The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside&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 avengers or dark knights&mdash;their own purity is not as important as delivering justice.</p><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><h3>Tenets of&nbsp;Vengeance</h3><div class=\"page\" title=\"Page 89\"><div class=\"layoutArea\"><div class=\"column\"><p>The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment_ The core principles of the tenets are brutally simple.</p><p><strong>Fight the Greater Evil.</strong> Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.</p><p><strong>No Mercy for the Wicked.</strong> Ordinary foes might win my mercy, but my sworn enemies do not.</p><p><strong>Hy Any Means Necessary.</strong> My qualms can't get in the way of exterminating my foes.</p><p><strong>Restitution.</strong> if my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.</p></div></div></div><h3>Oath Spells</h3><p>You gain oath spells at the paladin levels listed.</p><table><tbody><tr><td colspan=\"2\"><em><strong>Oath of Vengeance&nbsp;Spells</strong></em></td></tr><tr><td><strong>Paladin Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>3rd</td><td>bane, hunters mark</td></tr><tr><td>5th</td><td>hold person, misty step</td></tr><tr><td>9th</td><td>haste, protection from energy</td></tr><tr><td>13th</td><td>banishment, dimension door</td></tr><tr><td>17th</td><td>hold monster, scrying</td></tr></tbody></table><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><div class=\"page\" title=\"Page 87\"><div class=\"layoutArea\"><div class=\"column\"><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p><div class=\"page\" title=\"Page 89\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Abjure Enemy.</strong> 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><p><strong>Vow of Enmity.</strong> 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></div></div></div></div></div></div></div></div></div></div></div></div><p><br /><b>Reference:&nbsp;<a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></b></p>",
            "id": 3182,
            "name": "Oath of Vengeance",
            "normal": "",
            "prerequisite": "3rd level Paladin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3183,
            "name": "Aura of Devotion",
            "normal": "",
            "prerequisite": "7th level Paladin, Oath of Devotion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3184,
            "name": "Purity of Spirit",
            "normal": "",
            "prerequisite": "15th level Paladin, Oath of Devotion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3185,
            "name": "Holy Nimbus",
            "normal": "",
            "prerequisite": "20th level Paladin, Oath of Devotion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3186,
            "name": "Aura of Warding",
            "normal": "",
            "prerequisite": "7th level Paladin, Oath of the Ancients",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3187,
            "name": "Undying Sentinel",
            "normal": "",
            "prerequisite": "15th level Paladin, Oath of the Ancient",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3188,
            "name": "Elder Champion",
            "normal": "",
            "prerequisite": "20th level Paladin, Oath of the Ancient",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3189,
            "name": "Relentless Avenger",
            "normal": "",
            "prerequisite": "7th level Paladin, Oath of Vengeance",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3190,
            "name": "Soul of Vengeance",
            "normal": "",
            "prerequisite": "15th level Paladin, Oath of Vengeance",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Paladin\" href=\"http://class.com/paladin\" target=\"_blank\">Paladin</a></div>",
            "id": 3191,
            "name": "Avenging Angel",
            "normal": "",
            "prerequisite": "20th level Paladin, Oath of Vengeance",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></p>",
            "id": 3192,
            "name": "Favored Enemy",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3193,
            "name": "Natural Explorer",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 3rd level, you choose an archetype that you strive to emulate: liunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.",
            "full_text": "<div><h2>Ranger Archetype [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Ranger</p></div><div><p><b>Benefit:</b> At 3rd level, you choose an archetype that you strive to emulate: liunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3194,
            "name": "Ranger Archetype",
            "normal": "",
            "prerequisite": "3rd level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3195,
            "name": "Primeval Awareness",
            "normal": "",
            "prerequisite": "3rd level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3196,
            "name": "Hide in Plain Sight",
            "normal": "",
            "prerequisite": "10th level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3197,
            "name": "Vanish",
            "normal": "",
            "prerequisite": "14th level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3198,
            "name": "Feral Senses",
            "normal": "",
            "prerequisite": "18t level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3199,
            "name": "Foe Slyer",
            "normal": "",
            "prerequisite": "20th level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "benef",
            "full_text": "<h2>Hunter [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Ranger</p></div><div><p><b>Benefit:</b>&nbsp;Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></p>",
            "id": 3200,
            "name": "Hunter",
            "normal": "",
            "prerequisite": "3rd level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3201,
            "name": "Hunter's Prey",
            "normal": "",
            "prerequisite": "3rd level Ranger, Hunter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3202,
            "name": "Defensive Tactics",
            "normal": "",
            "prerequisite": "7th level Ranger, Hunter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3203,
            "name": "Multi Attack",
            "normal": "",
            "prerequisite": "11th level Ranger, Hunter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></p>",
            "id": 3204,
            "name": "Superior Hunter's Defense",
            "normal": "",
            "prerequisite": "15th level Ranger, Hunter",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.",
            "full_text": "<div><h2>Beast Master [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Ranger</p></div><div><p><b>Benefit:</b> The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.</p></div><br /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3205,
            "name": "Beast Master",
            "normal": "",
            "prerequisite": "3rd level Ranger",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3206,
            "name": "Ranger's Compagnion",
            "normal": "",
            "prerequisite": "3rd level Ranger, Beast Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3207,
            "name": "Exceptional Training",
            "normal": "",
            "prerequisite": "7th level Ranger, Beast Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3208,
            "name": "Bestial Fury",
            "normal": "",
            "prerequisite": "11th level Ranger, Beast Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Ranger\" href=\"http://class.com/ranger\" target=\"_blank\">Ranger</a></div>",
            "id": 3209,
            "name": "Share Spells",
            "normal": "",
            "prerequisite": "15th level Ranger, Beast Master",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3210,
            "name": "Sneak Attack",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></p>",
            "id": 3211,
            "name": "Thieves' Cant",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></p>",
            "id": 3212,
            "name": "Cunning Action",
            "normal": "",
            "prerequisite": "2nd level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.",
            "full_text": "<div><h2>Roguish Archetype [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Rogue</p></div><div><p><b>Benefit:</b> At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:</p><ul><li>Thief</li><li>Assassin</li><li>Arcane Trickster</li></ul><p>all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3213,
            "name": "Roguish Archetype",
            "normal": "",
            "prerequisite": "3rd level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3214,
            "name": "Uncanny Dodge",
            "normal": "",
            "prerequisite": "5th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3215,
            "name": "Reliable Talent",
            "normal": "",
            "prerequisite": "11th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3216,
            "name": "Blindsense",
            "normal": "",
            "prerequisite": "14th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3217,
            "name": "Slippery Mind",
            "normal": "",
            "prerequisite": "15th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3218,
            "name": "Elusive",
            "normal": "",
            "prerequisite": "18th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3219,
            "name": "Stroke of Luck",
            "normal": "",
            "prerequisite": "20th level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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't employ.",
            "full_text": "<div><h2>Thief [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Rogue</p></div><div><p><b>Benefit:</b> 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't employ.</p></div><br /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3220,
            "name": "Thief",
            "normal": "",
            "prerequisite": "3rd level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3221,
            "name": "Fast Hands",
            "normal": "",
            "prerequisite": "3rd level Rogue, Thief",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3222,
            "name": "Second-Story Work",
            "normal": "",
            "prerequisite": "3rd level Rogue, Thief",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3223,
            "name": "Supreme Sneak",
            "normal": "",
            "prerequisite": "9th level Rogue, Thief",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3224,
            "name": "Use Magic Device",
            "normal": "",
            "prerequisite": "13th level Rogue, Thief",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></p>",
            "id": 3225,
            "name": "Thief's Reflexes",
            "normal": "",
            "prerequisite": "17th level Rogue, Thief",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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. BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.",
            "full_text": "<div><h2>Assassin [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Rogue</p></div><div><p><b>Benefit:</b> 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><p><strong>Bonus Proficiencies:&nbsp;</strong>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.</p></div><br /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3226,
            "name": "Assassin",
            "normal": "",
            "prerequisite": "3rd level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3227,
            "name": "Assassinate",
            "normal": "",
            "prerequisite": "3rd level Rogue, Assassin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3228,
            "name": "Infiltration Expertise",
            "normal": "",
            "prerequisite": "9th level Rogue, Assassin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3229,
            "name": "Impostor",
            "normal": "",
            "prerequisite": "13th level Rogue, Assassin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3230,
            "name": "Death Strike",
            "normal": "",
            "prerequisite": "17th level Rogue, Assassin",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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.",
            "full_text": "<h2>Arcane Trickster [Class Feat]</h2><div><p><b>Prerequisite:</b> 3rd level Rogue</p></div><div><p><b>Benefit:</b> 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.</p></div><div class=\"page\" title=\"Page 99\"><div class=\"layoutArea\"><div class=\"column\"><p>When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</p><p><strong>Cantrips.</strong> 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<br /> at 10th level.</p><p><strong>Spell Slots.</strong> The Arcane Trickster Spellcasting table shows how many spelt 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's level or higher. You regain all expended spell slots when you finish a long rest.</p><p>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.</p><p><strong>Spells Known of lst-Level and Higher.</strong> 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.</p><p>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.</p><p>The spells you learn at 8th, 14th, and 20th level can come from any school of magic.</p><p>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&nbsp;new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.</p><p><strong>Spellcasting Ability.</strong> Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization.&nbsp;You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.</p><p>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p>Spell attack modifier = your proficiency bonus + your Intelligence modifier</p></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></p>",
            "id": 3231,
            "name": "Arcane Trickster",
            "normal": "",
            "prerequisite": "3rd level Rogue",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 Legeremain [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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3232,
            "name": "Mage Hand Legerdemain",
            "normal": "",
            "prerequisite": "3rd level Rogue, Arcane Trickster",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3233,
            "name": "Magical Ambush",
            "normal": "",
            "prerequisite": "9th level Rogue, Arcane Trickster",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3234,
            "name": "Versatile Trickster",
            "normal": "",
            "prerequisite": "13th level Rogue, Arcane Trickster",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Rogue\" href=\"http://class.com/rogue\" target=\"_blank\">Rogue</a></div>",
            "id": 3235,
            "name": "Spell Thief",
            "normal": "",
            "prerequisite": "137th level Rogue, Arcane Trickster",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconie Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.",
            "full_text": "<div><h2>Sorcerous Origin [Class Feat]</h2><div><p><b>Prerequisite:</b> Sorcerer</p></div><div><p><b>Benefit:</b> Choose a sorcerous origin, which describes the source of your innate magical power:</p><ul><li>Draconic Bloodline&nbsp;</li><li>Wild Magic</li></ul><p>both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p></div><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3236,
            "name": "Sorcerous Origin",
            "normal": "",
            "prerequisite": "Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></p>",
            "id": 3237,
            "name": "Font of Magic",
            "normal": "",
            "prerequisite": "2nd level Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></p>",
            "id": 3238,
            "name": "Metamagic",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3239,
            "name": "Sorcerous Restoration",
            "normal": "",
            "prerequisite": "20th level Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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 who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, hut 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. DRAGON ANCESTOR At 1st ",
            "full_text": "<h2>Draconic Bloodline [Class Feat]</h2><div><p><b>Prerequisite:</b> Sorcerer</p></div><div><p><b>Benefit:</b> 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 who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, hut 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><p>DRAGON ANCESTOR 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><table><tbody><tr><td colspan=\"2\"><em><strong>DRACONIC ANCESTRY</strong></em></td></tr><tr><td><em>Dragon</em></td><td><em>DamageType</em></td></tr><tr><td>Black</td><td>Acid</td></tr><tr><td>Blue</td><td>Lightning</td></tr><tr><td>Brass</td><td>Fire</td></tr><tr><td>Bronze</td><td>Lightning</td></tr><tr><td>Copper</td><td>Acid</td></tr><tr><td>Gold</td><td>Fire</td></tr><tr><td>Green</td><td>Poison</td></tr><tr><td>Red</td><td>Fire</td></tr><tr><td>Silver</td><td>Cold</td></tr><tr><td>White</td><td>Cold</td></tr></tbody></table><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></div><p><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></p>",
            "id": 3240,
            "name": "Draconic Bloodline",
            "normal": "",
            "prerequisite": "Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3241,
            "name": "Draconic Resilience",
            "normal": "",
            "prerequisite": "1st level Sorcerer, Draconic Ancestry",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3242,
            "name": "Elemental Affinity",
            "normal": "",
            "prerequisite": "6th level Sorcerer, Draconic Ancestry",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3243,
            "name": "Dragon Wings",
            "normal": "",
            "prerequisite": "14th level Sorcerer, Draconic Ancestry",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3244,
            "name": "Draconic Presence",
            "normal": "",
            "prerequisite": "18th level Sorcerer, Draconic Ancestry",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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.",
            "full_text": "<div><h2>Wild Magic [Class Feat]</h2><div><p><b>Prerequisite:</b> Sorcerer</p></div><div><p><b>Benefit:</b> 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></div><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3245,
            "name": "Wild Magic",
            "normal": "",
            "prerequisite": "Sorcerer",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3246,
            "name": "Wild Magic Surge",
            "normal": "",
            "prerequisite": "1st level Sorcerer, Wild Magic",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 style=\"border-style: solid; border-color: #006600;\" border=\"1\"><tbody><tr><td style=\"border-color: #000000;\" colspan=\"2\"><h2>Wild Magic Surge</h2></td></tr><tr><td style=\"border-color: #000000;\"><em><strong>d100</strong></em></td><td style=\"border-color: #000000;\"><em><strong>Effect</strong></em></td></tr><tr><td style=\"border-color: #000000;\">01-02</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">03-04</td><td style=\"border-color: #000000;\">For the next minute, you can see any invisible creature if you have line of sight to it.</td></tr><tr><td style=\"border-color: #000000;\">05-06</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">07-08</td><td style=\"border-color: #000000;\">You cast fireball as a 3rd-level spell centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">09-10</td><td style=\"border-color: #000000;\">You cast magic missile as a 5th-level spell.&nbsp;</td></tr><tr><td style=\"border-color: #000000;\">11-12</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">13-14</td><td style=\"border-color: #000000;\">You cast confusion centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">15-16</td><td style=\"border-color: #000000;\">For the next minute, you regain 5 hit points at the start of each of your turns.</td></tr><tr><td style=\"border-color: #000000;\">17-18</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">19-20</td><td style=\"border-color: #000000;\">You cast grease centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">21-22</td><td style=\"border-color: #000000;\">Creatures have disadvantage on saving throws againstthe next spell you cast in the next minute that involves a saving throw.</td></tr><tr><td style=\"border-color: #000000;\">23-24</td><td style=\"border-color: #000000;\">Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.</td></tr><tr><td style=\"border-color: #000000;\">25-26</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">27-28</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">29-30</td><td style=\"border-color: #000000;\">You teleport up to 60 feet to an unoccupied space of your choice that you can see.</td></tr><tr><td style=\"border-color: #000000;\">31-32</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">33-34</td><td style=\"border-color: #000000;\">Maximize the damage of the next damaging spell you cast within the next minute.</td></tr><tr><td style=\"border-color: #000000;\">35-36</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">37-38</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">39-40</td><td style=\"border-color: #000000;\">You regain 2d10 hit points.</td></tr><tr><td style=\"border-color: #000000;\">41-42</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">43-44</td><td style=\"border-color: #000000;\">For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.</td></tr><tr><td style=\"border-color: #000000;\">45-46</td><td style=\"border-color: #000000;\">You cast levitate on yourself.</td></tr><tr><td style=\"border-color: #000000;\">47-48</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">49-50</td><td style=\"border-color: #000000;\">You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.</td></tr><tr><td style=\"border-color: #000000;\">51-52</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">53-54</td><td style=\"border-color: #000000;\">You are immune to being intoxicated by alcohol for the next 5d6 days.</td></tr><tr><td style=\"border-color: #000000;\">55-56</td><td style=\"border-color: #000000;\">Your hair falls out but grows back within 24 hours. &nbsp;</td></tr><tr><td style=\"border-color: #000000;\">57-58</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">59-60</td><td style=\"border-color: #000000;\">You regain your lowest-level expended spell slot. &nbsp; &nbsp;</td></tr><tr><td style=\"border-color: #000000;\">61-62</td><td style=\"border-color: #000000;\">For the next minute, you must shout when you speak.</td></tr><tr><td style=\"border-color: #000000;\">63-64</td><td style=\"border-color: #000000;\">You cast fog cloud centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">65-66</td><td style=\"border-color: #000000;\">Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.</td></tr><tr><td style=\"border-color: #000000;\">67-68</td><td style=\"border-color: #000000;\">You are frightened by the nearest creature until the end of your next turn.</td></tr><tr><td style=\"border-color: #000000;\">69-70</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">71-72</td><td style=\"border-color: #000000;\">You gain resistance to all damage far the next minute.</td></tr><tr><td style=\"border-color: #000000;\">73-74</td><td style=\"border-color: #000000;\">A random creature within 60 feet of you becomes poisoned for 1d4 hours.</td></tr><tr><td style=\"border-color: #000000;\">75-76</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">77-78</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">79-80</td><td style=\"border-color: #000000;\">Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">81-82</td><td style=\"border-color: #000000;\">You can take one additional action immediately.</td></tr><tr><td style=\"border-color: #000000;\">83-84</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">85-86</td><td style=\"border-color: #000000;\">You cast mirror image.</td></tr><tr><td style=\"border-color: #000000;\">87-88</td><td style=\"border-color: #000000;\">You cast fly on a random creature within 60 feet of you.</td></tr><tr><td style=\"border-color: #000000;\">89-90</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">91-92</td><td style=\"border-color: #000000;\">If you die within the next minute, you immediately come back to life as if by the reincarnate spell.</td></tr><tr><td style=\"border-color: #000000;\">93-94</td><td style=\"border-color: #000000;\">Your size increases by one size category for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">95-96</td><td style=\"border-color: #000000;\">You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">97-98</td><td style=\"border-color: #000000;\">You are surrounded by faint, ethereal music for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">99-00</td><td style=\"border-color: #000000;\">You regain all expended sorcery points.</td></tr></tbody></table><br /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3247,
            "name": "Tides of Chaos",
            "normal": "",
            "prerequisite": "1st level Sorcerer, Wild Magic",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></p>",
            "id": 3248,
            "name": "Bend Luck",
            "normal": "",
            "prerequisite": "6th level Sorcerer, Wild Magic",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 style=\"border-style: solid; border-color: #006600;\" border=\"1\"><tbody><tr><td style=\"border-color: #000000;\" colspan=\"2\"><h2>Wild Magic Surge</h2></td></tr><tr><td style=\"border-color: #000000;\"><em><strong>d100</strong></em></td><td style=\"border-color: #000000;\"><em><strong>Effect</strong></em></td></tr><tr><td style=\"border-color: #000000;\">01-02</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">03-04</td><td style=\"border-color: #000000;\">For the next minute, you can see any invisible creature if you have line of sight to it.</td></tr><tr><td style=\"border-color: #000000;\">05-06</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">07-08</td><td style=\"border-color: #000000;\">You cast fireball as a 3rd-level spell centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">09-10</td><td style=\"border-color: #000000;\">You cast magic missile as a 5th-level spell.&nbsp;</td></tr><tr><td style=\"border-color: #000000;\">11-12</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">13-14</td><td style=\"border-color: #000000;\">You cast confusion centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">15-16</td><td style=\"border-color: #000000;\">For the next minute, you regain 5 hit points at the start of each of your turns.</td></tr><tr><td style=\"border-color: #000000;\">17-18</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">19-20</td><td style=\"border-color: #000000;\">You cast grease centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">21-22</td><td style=\"border-color: #000000;\">Creatures have disadvantage on saving throws againstthe next spell you cast in the next minute that involves a saving throw.</td></tr><tr><td style=\"border-color: #000000;\">23-24</td><td style=\"border-color: #000000;\">Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.</td></tr><tr><td style=\"border-color: #000000;\">25-26</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">27-28</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">29-30</td><td style=\"border-color: #000000;\">You teleport up to 60 feet to an unoccupied space of your choice that you can see.</td></tr><tr><td style=\"border-color: #000000;\">31-32</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">33-34</td><td style=\"border-color: #000000;\">Maximize the damage of the next damaging spell you cast within the next minute.</td></tr><tr><td style=\"border-color: #000000;\">35-36</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">37-38</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">39-40</td><td style=\"border-color: #000000;\">You regain 2d10 hit points.</td></tr><tr><td style=\"border-color: #000000;\">41-42</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">43-44</td><td style=\"border-color: #000000;\">For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.</td></tr><tr><td style=\"border-color: #000000;\">45-46</td><td style=\"border-color: #000000;\">You cast levitate on yourself.</td></tr><tr><td style=\"border-color: #000000;\">47-48</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">49-50</td><td style=\"border-color: #000000;\">You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.</td></tr><tr><td style=\"border-color: #000000;\">51-52</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">53-54</td><td style=\"border-color: #000000;\">You are immune to being intoxicated by alcohol for the next 5d6 days.</td></tr><tr><td style=\"border-color: #000000;\">55-56</td><td style=\"border-color: #000000;\">Your hair falls out but grows back within 24 hours. &nbsp;</td></tr><tr><td style=\"border-color: #000000;\">57-58</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">59-60</td><td style=\"border-color: #000000;\">You regain your lowest-level expended spell slot. &nbsp; &nbsp;</td></tr><tr><td style=\"border-color: #000000;\">61-62</td><td style=\"border-color: #000000;\">For the next minute, you must shout when you speak.</td></tr><tr><td style=\"border-color: #000000;\">63-64</td><td style=\"border-color: #000000;\">You cast fog cloud centered on yourself.</td></tr><tr><td style=\"border-color: #000000;\">65-66</td><td style=\"border-color: #000000;\">Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.</td></tr><tr><td style=\"border-color: #000000;\">67-68</td><td style=\"border-color: #000000;\">You are frightened by the nearest creature until the end of your next turn.</td></tr><tr><td style=\"border-color: #000000;\">69-70</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">71-72</td><td style=\"border-color: #000000;\">You gain resistance to all damage far the next minute.</td></tr><tr><td style=\"border-color: #000000;\">73-74</td><td style=\"border-color: #000000;\">A random creature within 60 feet of you becomes poisoned for 1d4 hours.</td></tr><tr><td style=\"border-color: #000000;\">75-76</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">77-78</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">79-80</td><td style=\"border-color: #000000;\">Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">81-82</td><td style=\"border-color: #000000;\">You can take one additional action immediately.</td></tr><tr><td style=\"border-color: #000000;\">83-84</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">85-86</td><td style=\"border-color: #000000;\">You cast mirror image.</td></tr><tr><td style=\"border-color: #000000;\">87-88</td><td style=\"border-color: #000000;\">You cast fly on a random creature within 60 feet of you.</td></tr><tr><td style=\"border-color: #000000;\">89-90</td><td style=\"border-color: #000000;\">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 style=\"border-color: #000000;\">91-92</td><td style=\"border-color: #000000;\">If you die within the next minute, you immediately come back to life as if by the reincarnate spell.</td></tr><tr><td style=\"border-color: #000000;\">93-94</td><td style=\"border-color: #000000;\">Your size increases by one size category for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">95-96</td><td style=\"border-color: #000000;\">You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">97-98</td><td style=\"border-color: #000000;\">You are surrounded by faint, ethereal music for the next minute.</td></tr><tr><td style=\"border-color: #000000;\">99-00</td><td style=\"border-color: #000000;\">You regain all expended sorcery points.</td></tr></tbody></table></div><p><br /><b>Reference:</b> <a title=\"Sorcerer\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></p>",
            "id": 3249,
            "name": "Controlled Chaos",
            "normal": "",
            "prerequisite": "14th level Sorcerer, Wild Magic",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Sorceror\" href=\"http://class.com/sorcerer\" target=\"_blank\">Sorcerer</a></div>",
            "id": 3250,
            "name": "Spell Bombardment",
            "normal": "",
            "prerequisite": "18th level Sorcerer, Wild Magic",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3251,
            "name": "Otherworldly Patron",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of speilcasting and chapter 11 for the warlock spelt list. CANTRI PS You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. SPELL SLOTS The Warlock table shows how many spell slots you have. The table also shows what the level of ",
            "full_text": "<h2>Pact Magic [Class Feat]</h2><div><p><b>Prerequisite:</b></p></div><div><p><b>Benefit:</b> Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of speilcasting and chapter 11 for the warlock spelt list.</p><p><strong>Cantrips</strong>&nbsp;You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p><p><strong>Spell slotts</strong>&nbsp;The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example. when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p><strong>Spells known of 1st level and higher</strong>&nbsp;At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p><div class=\"page\" title=\"Page 108\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Spellcasting ability&nbsp;</strong>Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</p><p>Spell save DC 8 + your proficiency bonus -t- your Charisma modifier</p><p>Spell attack modifier &mdash;your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong>You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.</p></div></div></div></div><p><br /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></p>",
            "id": 3252,
            "name": "Pact Magic",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></p>",
            "id": 3253,
            "name": "Eldritch Invocations",
            "normal": "",
            "prerequisite": "2nd level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></p>",
            "id": 3254,
            "name": "Pact Boon",
            "normal": "",
            "prerequisite": "3rd level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3255,
            "name": "Mystic Arcanum",
            "normal": "",
            "prerequisite": "11th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3256,
            "name": "Eldritch Master",
            "normal": "",
            "prerequisite": "20th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancie",
            "full_text": "<div><h2>The Archfey [Class Feat]</h2><div><p><b>Prerequisite:</b> 1st level Warlock</p></div><div><p><b>Benefit:</b> 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's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.</p><p><strong>Expanded spell list:</strong> The Archfey 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></div></div><div>&nbsp;</div><div><table><tbody><tr><td colspan=\"2\"><strong>Archfey Expanded Spells</strong></td></tr><tr><td><em>Spell level</em></td><td><em>Spells</em></td></tr><tr><td>1st</td><td>faerie fire, sleep</td></tr><tr><td>2nd</td><td>calm emotions, phantasmal force</td></tr><tr><td>3rd</td><td>blink, plant growth</td></tr><tr><td>4th</td><td>dominate beast, greater invisibility</td></tr><tr><td>5th</td><td>dominate person, seeming</td></tr></tbody></table><br /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3257,
            "name": "The Archfey",
            "normal": "",
            "prerequisite": "1st level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "dd",
            "full_text": "<h2>The Fiend [Class Feat]</h2><div><p><b>Prerequisite:</b> 1st level Warlock</p></div><div><p><b>Benefit:</b>&nbsp;You have made a pact with a fiend from the lower planes of existence, a being whose 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 demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet: archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.</p><div class=\"page\" title=\"Page 110\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Expanded Spell List:&nbsp;</strong>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></div></div></div><table><tbody><tr><td colspan=\"2\"><strong>Fiend&nbsp;Expanded Spells</strong></td></tr><tr><td><em>Spell level</em></td><td><em>Spells</em></td></tr><tr><td>1st</td><td>faerie fire, sleep</td></tr><tr><td>2nd</td><td>calm emotions, phantasmal force</td></tr><tr><td>3rd</td><td>blink, plant growth</td></tr><tr><td>4th</td><td>dominate beast, greater invisibility</td></tr><tr><td>5th</td><td>dominate person, seeming</td></tr></tbody></table></div><p><br /><br /><b>Reference:<a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></b></p>",
            "id": 3258,
            "name": "The Fiend",
            "normal": "",
            "prerequisite": "1st level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "dd",
            "full_text": "<h2>The Great Old One [Class Feat]</h2><div><p><b>Prerequisite:</b> 1st level Warlock</p></div><div><p><b>Benefit:</b>&nbsp;Your patron is a mysterious entity whose nature is 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.</p><div class=\"page\" title=\"Page 110\"><div class=\"layoutArea\"><div class=\"column\"><p>Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner: Great Cthulhu; and other unfathomable beings.</p><div class=\"page\" title=\"Page 111\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Expanded Spell List:</strong> 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></div></div></div></div></div></div><table><tbody><tr><td colspan=\"2\"><strong>The Great Old One&nbsp;Expanded Spells</strong></td></tr><tr><td><em>Spell level</em></td><td><em>Spells</em></td></tr><tr><td>1st</td><td>dominant wispers, Tasha's hideous laughter</td></tr><tr><td>2nd</td><td>detect thoughts, phantasmal force</td></tr><tr><td>3rd</td><td>clairvoyance, sending</td></tr><tr><td>4th</td><td>dominate beast, Evard's black tentacles</td></tr><tr><td>5th</td><td>dominate person, telekinesis</td></tr></tbody></table></div><p><br /><b>Reference:<a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></b></p>",
            "id": 3259,
            "name": "The Great Old One",
            "normal": "",
            "prerequisite": "1st level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3260,
            "name": "Fey Presence",
            "normal": "",
            "prerequisite": "1st level Warlock, The Archfey",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3261,
            "name": "Misty Escape",
            "normal": "",
            "prerequisite": "6th level Warlock, The Archfey",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3262,
            "name": "Beguiling Defenses",
            "normal": "",
            "prerequisite": "10th level Warlock, The Archfey",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3263,
            "name": "Dark Delirium",
            "normal": "",
            "prerequisite": "14th level Warlock, The Archfey",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3264,
            "name": "Dark One's Blessing",
            "normal": "",
            "prerequisite": "1st level Warlock, The Fiend",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3265,
            "name": "Dark One's Own Luck",
            "normal": "",
            "prerequisite": "6th level Warlock, The Fiend",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3266,
            "name": "Fiendish Resilience",
            "normal": "",
            "prerequisite": "10th level Warlock, The Fiend",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3267,
            "name": "Hurl Through Hell",
            "normal": "",
            "prerequisite": "14th level Warlock, The Fiend",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3268,
            "name": "Awakened Mind",
            "normal": "",
            "prerequisite": "1st level Warlock, The Great Old One",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3269,
            "name": "Entropic Ward",
            "normal": "",
            "prerequisite": "6th level Warlock, The Great Old One",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3270,
            "name": "Thought Shield",
            "normal": "",
            "prerequisite": "10th level Warlock, The Great Old One",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3271,
            "name": "Create Thrall",
            "normal": "",
            "prerequisite": "14th level Warlock, The Great Old One",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3272,
            "name": "Eldritch Invocations Agonizing Blast",
            "normal": "",
            "prerequisite": "Warlock, Eldritch Blast Cantrip",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3273,
            "name": "Eldritch Invocations Armor of Shadows",
            "normal": "",
            "prerequisite": "Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3274,
            "name": "Eldritch Invocations Ascendant Step",
            "normal": "",
            "prerequisite": "9th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3275,
            "name": "Eldritch Invocations Beast Speech",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3276,
            "name": "Eldritch Invocations Bewitching Wispers",
            "normal": "",
            "prerequisite": "7th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3277,
            "name": "Eldritch Invocations Beguiling Influence",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3278,
            "name": "Eldritch Invocations Book of Ancient Secrets",
            "normal": "",
            "prerequisite": "Warlock, Pact of the Tome feature",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3279,
            "name": "Eldritch Invocations Chains of Carceri",
            "normal": "",
            "prerequisite": "15th level Warlock, Pact of the Chain feature",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3280,
            "name": "Eldritch Invocations Devil's Sight",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3281,
            "name": "Eldritch Invocations Dreadful Word",
            "normal": "",
            "prerequisite": "7th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3282,
            "name": "Eldritch Invocations Eldritch Sight",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3283,
            "name": "Eldritch Invocations Eldritch Spear",
            "normal": "",
            "prerequisite": "Warlock, eldritch blast cantrip",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3284,
            "name": "Eldritch Invocations Eyes of the Rune Keeper",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3285,
            "name": "Eldritch Invocations Fiendish Vigor",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3286,
            "name": "Eldritch Invocations Gaze of Two Minds",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3287,
            "name": "Eldritch Invocations Lifedrinker",
            "normal": "",
            "prerequisite": "12th level Warlock, Pact of the Blade feature",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3288,
            "name": "Eldritch Invocations Mask of Many Faces",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3289,
            "name": "Eldritch Invocations Master of Myriad Forms",
            "normal": "",
            "prerequisite": "15th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3290,
            "name": "Eldritch Invocations Minions of Chaos",
            "normal": "",
            "prerequisite": "9th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3291,
            "name": "Eldritch Invocations Mire the Mind",
            "normal": "",
            "prerequisite": "5th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3292,
            "name": "Eldritch Invocations Misty Visions",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3293,
            "name": "Eldritch Invocations One with Shadows",
            "normal": "",
            "prerequisite": "5th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3294,
            "name": "Eldritch Invocations Otherworldly Leap",
            "normal": "",
            "prerequisite": "9th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3295,
            "name": "Eldritch Invocations Repelling Blast",
            "normal": "",
            "prerequisite": "Warlock, Eldritch Blast Cantrip",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3296,
            "name": "Eldritch Invocations Sculptor of Flesh",
            "normal": "",
            "prerequisite": "7th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3297,
            "name": "Eldritch Invocations Sign of Ill Omen",
            "normal": "",
            "prerequisite": "5th level Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3298,
            "name": "Eldritch Invocations Thief of Five Fates",
            "normal": "",
            "prerequisite": "Warlock ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3299,
            "name": "Eldritch Invocations Thirsting Blade",
            "normal": "",
            "prerequisite": "5th level Warlock, Pact of the Blade feature",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3300,
            "name": "Eldritch Invocations Visions of Distant Realms",
            "normal": "",
            "prerequisite": "15th level, Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3301,
            "name": "Eldritch Invocations Voice of the Chain Master",
            "normal": "",
            "prerequisite": "Warlock, Pact of the Chain feature",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3302,
            "name": "Eldritch Invocations Whispers of the Grave",
            "normal": "",
            "prerequisite": "9th level Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></div>",
            "id": 3303,
            "name": "Eldritch Invocations Witch Sight",
            "normal": "",
            "prerequisite": "15th level, Warlock",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3304,
            "name": "Arcane Recovery",
            "normal": "",
            "prerequisite": "",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination. Enchantment. Evocation, Illusion. Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.",
            "full_text": "<h2>Arcane Tradition [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools:</p><ul><li>Abjuration</li><li>Conjuration</li><li>Divination</li><li>Enchantment</li><li>Evocation</li><li>Illusion</li><li>Necromancy</li><li>Transmutation</li></ul><p>all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3305,
            "name": "Arcane Tradition",
            "normal": "",
            "prerequisite": "2nd level Wizard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3306,
            "name": "Spell Mastery",
            "normal": "",
            "prerequisite": "18th level Wizard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3307,
            "name": "Signature Spells",
            "normal": "",
            "prerequisite": "20th level Wizard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": " 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 magica",
            "full_text": "<div><h2>School of Abjuration [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3308,
            "name": "School of Abjuration",
            "normal": "",
            "prerequisite": "2nd level Wizard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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": "<div><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><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3309,
            "name": "Abjuration Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Abjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3310,
            "name": "Arcane Ward",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Abjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3311,
            "name": "Projected Ward",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Abjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.&nbsp;</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3312,
            "name": "Improved Abjuration",
            "normal": "",
            "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.",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3313,
            "name": "Spell Resistance",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Abjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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.",
            "full_text": "<div><h2>School of Conjuration [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3314,
            "name": "School of Conjuration",
            "normal": "",
            "prerequisite": "2nd level Wizard",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3315,
            "name": "Conjuration Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Conjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3316,
            "name": "Minor Conjuration",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Conjuration",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3317,
            "name": "Benign Transposition",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Conjurationn",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3318,
            "name": "Focused Conjuration",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Conjurationn",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3319,
            "name": "Durable Summons",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Conjurationn",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of 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.",
            "full_text": "<div><h2>School of Divination [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3320,
            "name": "School of Divination",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3321,
            "name": "Divination Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Divination",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3322,
            "name": "Portent",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Divination",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3323,
            "name": "Expert Divination",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Divination",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3324,
            "name": "The Third Eye",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Divination",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3325,
            "name": "Greater Portent",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Divination",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.",
            "full_text": "<div><h2>School of Enchantment [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3326,
            "name": "School of Enchantment",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3327,
            "name": "Enchantment Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Enchantment",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3328,
            "name": "Hypnotic Gaze",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Enchantment",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3329,
            "name": "Instinctive Charm",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Enchantment",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3330,
            "name": "Split Enchantment",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Enchantment",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3331,
            "name": "Alter Memories",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Enchantment",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": " 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.",
            "full_text": "<div><h2>School of Evocation [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3332,
            "name": "School of Evocation",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3333,
            "name": "Evocation Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Evocation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3334,
            "name": "Sculpt Spells",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Evocation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3335,
            "name": "Potent Cantrip",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Evocation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3336,
            "name": "Empowered Evocation",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Evocation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3337,
            "name": "Overchannel",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Evocation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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\u2014including many gnome wizards--are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.",
            "full_text": "<div><h2>School of Illusion [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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--are benign tricksters who 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3338,
            "name": "School of Illusion",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3339,
            "name": "Illusion Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Ilusion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3340,
            "name": "Improved Minor Illusion",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Ilusion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3341,
            "name": "Malleable Illusions",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Ilusion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3342,
            "name": "Illusory Self",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Ilusion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3343,
            "name": "Illusory Reality",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Ilusion",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "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 power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces t",
            "full_text": "<div><h2>School of Necromancy [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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 power you can manipulate. 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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3344,
            "name": "School of Necromancy",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3345,
            "name": "Necromancy Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Necromancy",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3346,
            "name": "Grim Harvest",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Necromancy",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3347,
            "name": "Undead Thralls",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Necromancy",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3348,
            "name": "Inured to Undead",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Necromancy",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3349,
            "name": "Command Undead",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Necromancy",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": " 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'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 wi",
            "full_text": "<div><h2>School of Transmutation [Class Feat]</h2><div><p><b>Prerequisite:</b> 2nd level Wizard</p></div><div><p><b>Benefit:</b> 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'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></div><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3350,
            "name": "School of Transmutation",
            "normal": "",
            "prerequisite": "2nd level Wizard ",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3351,
            "name": "Transmutation Savant",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Transmutation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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.</p></div><p><br /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3352,
            "name": "Minor Alchemy",
            "normal": "",
            "prerequisite": "2nd level Wizard, School of Transmutation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></p>",
            "id": 3353,
            "name": "Transmuter's Stone",
            "normal": "",
            "prerequisite": "6th level Wizard, School of Transmutation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3354,
            "name": "Shapechanger",
            "normal": "",
            "prerequisite": "10th level Wizard, School of Transmutation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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 /><br /><b>Reference:</b> <a title=\"Wizard\" href=\"http://class.com/wizard\" target=\"_blank\">Wizard</a></div>",
            "id": 3355,
            "name": "Master Transmuter",
            "normal": "",
            "prerequisite": "14th level Wizard, School of Transmutation",
            "reference": "Usergen",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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</div>",
            "id": 5066,
            "name": "Lucky",
            "normal": "",
            "prerequisite": "",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5067,
            "name": "Maneuvers - Commander's Strike",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5068,
            "name": "Maneuvers - Disarming Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5069,
            "name": "Maneuvers - Distracting Strike",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5070,
            "name": "Maneuvers - Evasive Footwork",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5071,
            "name": "Maneuvers - Feinting Attack",
            "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.",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5072,
            "name": "Maneuvers - Goading Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5073,
            "name": "Maneuvers - Lunging Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5074,
            "name": "Maneuvers - Maneuvering Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5075,
            "name": "Maneuvers - Menacing Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5076,
            "name": "Maneuvers - Parry",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5077,
            "name": "Maneuvers - Precision Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5078,
            "name": "Maneuvers - Pushing Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5079,
            "name": "Maneuvers - Rally",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5080,
            "name": "Maneuvers - Riposte",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5081,
            "name": "Maneuvers - Sweeping Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5082,
            "name": "Maneuvers - Trip Attack",
            "normal": "",
            "prerequisite": "3rd level Fighter - Battle Master",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5083,
            "name": "Elemental Disciplines - Breath of Winter",
            "normal": "",
            "prerequisite": "17th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5084,
            "name": "Elemental Disciplines - Clench of the North Wind",
            "normal": "",
            "prerequisite": "6th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5085,
            "name": "Elemental Disciplines - Elemental Attunement",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5086,
            "name": "Elemental Disciplines - Eternal Mountain Defense",
            "normal": "",
            "prerequisite": "11th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5087,
            "name": "Elemental Disciplines - Fangs of the Fire Snake",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5088,
            "name": "Elemental Disciplines - Fist of Four Thunders",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5089,
            "name": "Elemental Disciplines - Fist of Unbroken Air",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5090,
            "name": "Elemental Disciplines - Flames of the Phoenix",
            "normal": "",
            "prerequisite": "11th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5091,
            "name": "Elemental Disciplines - Gong of the Summit",
            "normal": "",
            "prerequisite": "6th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5092,
            "name": "Elemental Disciplines - Mist Stance",
            "normal": "",
            "prerequisite": "11th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5093,
            "name": "Elemental Disciplines - Ride the Wind",
            "normal": "",
            "prerequisite": "11th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5094,
            "name": "Elemental Disciplines - River of Hungry Flame",
            "normal": "",
            "prerequisite": "17th level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5095,
            "name": "Elemental Disciplines - Rush of the Gale Spirits",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5096,
            "name": "Elemental Disciplines - Shape the Flowing River",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5097,
            "name": "Elemental Disciplines - Sweeping Cinder Strike",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5098,
            "name": "Elemental Disciplines - Water Whip",
            "normal": "",
            "prerequisite": "3rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5099,
            "name": "Elemental Disciplines - Wave of Rolling Earth",
            "normal": "",
            "prerequisite": "17rd level Monk - Way of the four elements",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5100,
            "name": "Channel Divinity: Sacred Weapon",
            "normal": "",
            "prerequisite": "3rd level Paladin - Oath of Devotion",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5101,
            "name": "Channel Divinity: Turn the Unholy",
            "normal": "",
            "prerequisite": "3rd level Paladin - Oath of Devotion",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5102,
            "name": "Channel Divinity: Nature's Wrath",
            "normal": "",
            "prerequisite": "3rd level Paladin - Oath of the Ancients",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5103,
            "name": "Channel Divinity: Turn the Faithless",
            "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",
            "prerequisite": "3rd level Paladin - Oath of Devotion",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5104,
            "name": "Channel Divinity: Abjure Enemy",
            "normal": "",
            "prerequisite": "3rd level Paladin - Oath of Vengeance",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5105,
            "name": "Channel Divinity: Vow of Enmity",
            "normal": "",
            "prerequisite": "3rd level Paladin - Oath of Vengeance",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5106,
            "name": "Hunter's Prey - Colossus Slayer",
            "normal": "",
            "prerequisite": "3rd level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5107,
            "name": "Hunter's Prey - Giant Killer",
            "normal": "",
            "prerequisite": "3rd level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5108,
            "name": "Hunter's Prey - Horde Breaker",
            "normal": "",
            "prerequisite": "3rd level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5109,
            "name": "Defensive Tactics - Escape the Horde",
            "normal": "",
            "prerequisite": "7th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5110,
            "name": "Defensive Tactics - Multiattack Defense",
            "normal": "",
            "prerequisite": "7th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5111,
            "name": "Defensive Tactics - Steel Will",
            "normal": "",
            "prerequisite": "7th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5112,
            "name": "Multiattack - Volley",
            "normal": "",
            "prerequisite": "11th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5113,
            "name": "Multiattack - Whirlwind Attack",
            "normal": "",
            "prerequisite": "11th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5114,
            "name": "Superior Hunter's Defense - Evasion",
            "normal": "",
            "prerequisite": "15th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5115,
            "name": "Superior Hunter's Defense - Stand Against the Tide",
            "normal": "",
            "prerequisite": "15th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5116,
            "name": "Superior Hunter's Defense - Uncanny Dodge",
            "normal": "",
            "prerequisite": "15th level Ranger - Hunter",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5117,
            "name": "Metamagic - Careful Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5118,
            "name": "Metamagic - Distant Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5119,
            "name": "Metamagic - Empowered Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5120,
            "name": "Metamagic - Extended Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5121,
            "name": "Metamagic - Heightened Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5122,
            "name": "Metamagic - Quickened Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5123,
            "name": "Metamagic - Subtle Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "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></div>",
            "id": 5124,
            "name": "Metamagic - Twinned Spell",
            "normal": "",
            "prerequisite": "3rd level Sorcerer",
            "reference": "PhB",
            "special": "",
            "type": "Class Feat"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>BOUNTIFUL LUCK [Racial Trait]</h2><div><p><b>Prerequisite:</b> Halfling</p></div></div><div>Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You&rsquo;re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune&rsquo;s favor!</div><div>&nbsp; When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.<br />&nbsp; When you use this ability, you can&rsquo;t use your Lucky racial trait before the end of your next turn.</div>",
            "id": 5839,
            "name": "Bountiful Luck",
            "normal": "",
            "prerequisite": "Halfling",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<p>&nbsp;</p><h2>Dragon Fear [Racial Trait]</h2><div><p><b>Prerequisite:</b> Dragonborn</p></div><p>When angered, you can radiate menace. You gain the following benefits:<br />- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.<br />- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can&rsquo;t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.</p>",
            "id": 5840,
            "name": "Dragon Fear",
            "normal": "",
            "prerequisite": "Dragonborn",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Dragon Hide [Racial Trait]</h2><div><p><b>Prerequisite:</b> Dragonborn</p></div>You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:</div><div>- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.<br />- Your scales harden. While you aren&rsquo;t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.<br />- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. Ifyou hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.</div>",
            "id": 5841,
            "name": "Dragon Hide",
            "normal": "",
            "prerequisite": "Dragonborn",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Drow High Magic [Racial Trait]</h2><div><p><b>Prerequisite:</b> Eif (drow)</p></div>You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispei magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.</div>",
            "id": 5842,
            "name": "Drow High Magic",
            "normal": "",
            "prerequisite": "Eif (drow)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Dwarven Fortitude [Racial Trait]</h2><div><p><b>Prerequisite:</b> Dwarf</p></div>You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:<br />- Increase your Constitution score by l, to a maximum of 20.</div><div>- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).</div>",
            "id": 5843,
            "name": "Dwarven Fortitude",
            "normal": "",
            "prerequisite": "Dwarf",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Elven Accuracy [Racial Trait]</h2><div><p><b>Prerequisite:</b> Elf or half-eff</p></div>The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:<br />- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.<br />- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.</div>",
            "id": 5844,
            "name": "Elven Accuracy",
            "normal": "",
            "prerequisite": "Elf or half-eff",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Fade Away [Racial Trait]</h2><div><p><b>Prerequisite:</b> Gnome</p></div>Your people are Clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:<br />- Increase your Dexterity or Intelligence score by l, to a maximum of 20.<br />- Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can&rsquo;t do so again until you finish a short or long rest.</div>",
            "id": 5845,
            "name": "Fade Away",
            "normal": "",
            "prerequisite": "Gnome",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Fey Teleportation [Racial Trait]</h2><div><p><b>Prerequisite:</b> Elf (high)</p></div>Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:<br />- Increase your Intelligence or Charisma score by 1, to a maximum of 20.<br />- You learn to speak, read, and write Sylvan.<br />- You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.</div>",
            "id": 5846,
            "name": "Fey Teleportation",
            "normal": "",
            "prerequisite": "Elf(high)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Flames of Phlegethos [Racial Trait]</h2><div><p><b>Prerequisite:</b> Tiefling</p></div>You learn to call on hellfire to serve your commands. You gain the following benefits:<br />- Increase your Intelligence or Charisma score by 1, to a maximum of 20.<br />- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you<br />must use the new roll, even if it is another 1<br />- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don&rsquo;t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.</div>",
            "id": 5847,
            "name": "Flames of Phlegethos",
            "normal": "",
            "prerequisite": "Tiefling",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Infernal Constitution [Racial Trait]</h2><div><p><b>Prerequisite:</b> Tiefling</p></div>Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:<br />- Increase your Constitution score by 1, to a maximum of 20.<br />- You have resistance to cold damage and poison damage.<br />- You have advantage on saving throws against being poisoned.</div>",
            "id": 5848,
            "name": "Infernal Constitution",
            "normal": "",
            "prerequisite": "Tiefling",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Orcish Fury [Racial Trait]</h2><div><p><b>Prerequisite:</b> Half-orc</p></div>Your inner fury burns tirelessly. You gain the following benefits:<br />- Increase your Strength or Constitution score by 1, to a maximum of 20.<br />- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon&rsquo;s damage dice an additional time and add it as extra damage of the weapon&rsquo;s damage type. Once you use this ability, you can&rsquo;t use it again until you finish a short or long rest.<br />- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.</div>",
            "id": 5849,
            "name": "Orcish Fury",
            "normal": "",
            "prerequisite": "Half-orc",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Prodigy [Racial Trait]</h2><div><p><b>Prerequisite:</b> Half-elf half-orc, or human</p></div>You have a knack for learning new things. You gain the following benefits:<br />- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.<br />- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn&rsquo;t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.</div>",
            "id": 5850,
            "name": "Prodigy",
            "normal": "",
            "prerequisite": "Haifieiif half-ore, or human",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Second Chance [Racial Trait]</h2><div><p><b>Prerequisite:</b> Halfling</p></div>Fortune favors you when someone tries to strike you. You gain the following benefits:<br />- Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.<br />- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&rsquo;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.</div>",
            "id": 5851,
            "name": "Second Chance",
            "normal": "",
            "prerequisite": "Halfling",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Squat Nimbleness [Racial Trait]</h2><div><p><b>Prerequisite:</b> Dwarf or a Small race</p></div>You are uncommonly nimble for your race. You gain the following benefits:<br />- Increase your Strength or Dexterity score by l, to a maximum of 20.<br />- Increase your walking speed by 5 feet.<br />- You gain proficiency in the Acrobatics or Athletics skill (your choice).<br />- You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.</div>",
            "id": 5852,
            "name": "Squat Nimbleness",
            "normal": "",
            "prerequisite": "Dwarf or a Small race",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Wood Elf Magic [Racial Trait]</h2><div><p><b>Prerequisite:</b> E1f (wood)</p></div>You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.</div>",
            "id": 5853,
            "name": "Wood Elf Magic",
            "normal": "",
            "prerequisite": "E1f (wood)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<h2>Angelic Protection [Racial Trait]</h2><div><p><b>Prerequisite:</b> Aasimar</p></div><div><p>The innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects.</p></div>",
            "id": 6043,
            "name": "Angelic Protection",
            "normal": "",
            "prerequisite": "Aasimar",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Dao Heritage [Racial Trait]</h2><div><p><b>Prerequisite:</b> Genasi (earth)</p></div></div><div>You manifest more of the magical power of your dao heritage. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Strength or Constitution score by 1, to a maximum of 20.<br />&bull; You learn the detect magic spell and can cast it at will, without expending a spell slot.<br />&bull; You gain natural armor. While you aren&rsquo;t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.</div><div>&nbsp;</div>",
            "id": 6044,
            "name": "Dao Heritage",
            "normal": "",
            "prerequisite": "Genasi (earth)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Djinn Heritage [Racial Trait]</h2><div><p><b>Prerequisite:</b> Genasi (air)</p></div>You manifest more of the magical power of your djinn heritage. You gain the following benefits:</div><div>&bull; Increase your Dexterity or Constitution score by 1, to a maximum of 20.<br />&bull; You learn the detect magic spell and can cast it at will, without expending a spell slot.<br />&bull; You have resistance to lightning and thunder damage</div>",
            "id": 6045,
            "name": "Djinn Heritage",
            "normal": "",
            "prerequisite": "Genasi (air)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Efreet Heritage [Racial Trait]</h2><div><p><b>Prerequisite:</b> Genasi (fire)</p></div>You manifest more of the magical power of your efreet heritage. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Constitution or Intelligence score by 1, to a maximum of 20.<br />&bull; You learn the detect magic spell and can cast it at will, without expending a spell slot.<br />&bull; Your darkvision has a radius of 120 feet.</div>",
            "id": 6046,
            "name": "Efreet Heritage",
            "normal": "",
            "prerequisite": "Genasi (fire)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Feline Grace [Racial Trait]</h2><div><p><b>Prerequisite:</b> Tabaxi</p></div>Your incredible reflexes and agility further improve. You gain the following benefits:</div><div>&nbsp;</div><div>&bull;Increase your Dexterity score by 1, to a maximum of 20.<br />&bull;You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.<br />&bull;You don&rsquo;t take damage from falling 20 feet or less if you aren&rsquo;t incapacitated.</div>",
            "id": 6047,
            "name": "Feline Grace",
            "normal": "",
            "prerequisite": "Tabaxi",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Firbolg Beast Magic [Racial Trait]</h2><div><p><b>Prerequisite:</b> Firbolg</p></div>Your connection to animals deepens. You learn the <em>speak with animals spell</em> and can cast it at will, without expending a spell slot. You also learn the <em>animal friendship</em> and <em>beast sense</em> spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.</div>",
            "id": 6048,
            "name": "Firbolg Beast Magic",
            "normal": "",
            "prerequisite": "Firbolg",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Like A Boss [Racial Trait]</h2><div><p><b>Prerequisite:</b> Goblin</p></div>You are accustomed to using others to avoid being attacked. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Dexterity score by 1, to a maximum of 20.<br />&bull; When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.<br />Once you use this ability, you can&rsquo;t do so again until you finish a short or long rest.</div>",
            "id": 6049,
            "name": "Like A Boss",
            "normal": "",
            "prerequisite": "Goblin",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Marid Heritage [Racial Trait]</h2><div><p><b>Prerequisite:</b> Genasi (water)</p></div>You manifest more of the magical power of your marid heritage. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Constitution or Wisdom score by 1, to a maximum of 20.<br />&bull; You learn the detect magic spell and can cast it at will, without expending a spell slot.<br />&bull; You have resistance to cold damage.</div>",
            "id": 6050,
            "name": "Marid Heritage",
            "normal": "",
            "prerequisite": "Genasi (water)",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Master of Mimicry [Racial Trait]</h2><div><p><b>Prerequisite:</b> Kenku</p></div>You have learned to temporarily mimic even the training of others. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Dexterity or Wisdom score by 1, to a maximum of 20.<br />&bull; Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can&rsquo;t do so again until you finish a short or long rest.</div>",
            "id": 6051,
            "name": "Master of Mimicry",
            "normal": "",
            "prerequisite": "Kenku",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Mountain&rsquo;s Endurance [Racial Trait]</h2><div><p><b>Prerequisite:</b> Goliath</p></div>Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Strength or Constitution score by 1, to a maximum of 20.<br />&bull; When you use your Stone&rsquo;s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack&rsquo;s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can&rsquo;t use it again until you finish a short or long rest.</div>",
            "id": 6052,
            "name": "Mountain\u2019s Endurance",
            "normal": "",
            "prerequisite": "Goliath",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Serpent Form [Racial Trait]</h2><div><p><b>Prerequisite:</b> Yuan-ti Pureblood</p></div>You have unlocked more of your serpentfolk heritage. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Intelligence or Charisma score by 1, to a maximum of 20.<br />&bull; You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn&rsquo;t transformed. If you die, you stay in your current form.<br />&bull;While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed<br />strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can&rsquo;t do so again until&nbsp; you finish a long rest.</div><div>&nbsp;</div>",
            "id": 6053,
            "name": "Serpent Form",
            "normal": "",
            "prerequisite": "Yuan-ti Pureblood",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Sky Warden [Racial Trait]</h2><div><p><b>Prerequisite:</b> Aarakocra</p></div>You are trained for both scouting the skies and aerial combat. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Dexterity or Wisdom score by 1, to a maximum of 20.<br />&bull; You gain proficiency in the Perception skill if you don&rsquo;t already have it. You add double your proficiency bonus to Perception checks that rely on sight.<br />&bull; Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a<br />melee weapon attack, the attack deals an extra 1d6 damage to the target.</div>",
            "id": 6054,
            "name": "Sky Warden",
            "normal": "",
            "prerequisite": "Aarakocra",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Tanarukk Blood [Racial Trait]</h2><div><p><b>Prerequisite:</b> Orc</p></div>Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits:<br />&bull; Increase your Strength or Constitution score by 1, to a maximum of 20.<br />&bull; You have resistance to fire and poison damage.<br />&bull; You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</div>",
            "id": 6055,
            "name": "Tanarukk Blood",
            "normal": "",
            "prerequisite": "Orc",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Tortle Protector [Racial Trait]</h2><div><p><b>Prerequisite:</b> Tortle</p></div>You have mastered using your shell to better protect yourself and others. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Strength or Wisdom score by 1, to a maximum of 20.<br />&bull; Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn&rsquo;t affect this number.<br />&bull; As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can&rsquo;t do so again until you&rsquo;ve finished a short or long rest.</div>",
            "id": 6056,
            "name": "Tortle Protector",
            "normal": "",
            "prerequisite": "Tortle",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Touch of Sess&rsquo;inek [Racial Trait]</h2><div><p><b>Prerequisite:</b> Lizardfolk</p></div>You embody the demonic bearing of a lizard king or queen. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Constitution or Wisdom score by 1, to a maximum of 20.<br />&bull; You learn to speak, read, and write Abyssal.<br />&bull; You are immune to being frightened.</div>",
            "id": 6057,
            "name": "Touch of Sess\u2019inek",
            "normal": "",
            "prerequisite": "Lizardfolk",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Triton Deep Magic [Racial Trait]</h2><div><p><b>Prerequisite:</b> Triton</p></div>You master more of the magic of elemental air and water. You learn the <em>create or destroy water</em> spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and <em>water breathing</em>, each of which you can cast once without expending a spell slot. You regain<br />the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.</div>",
            "id": 6058,
            "name": "Triton Deep Magic",
            "normal": "",
            "prerequisite": "Triton",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Uphold the Legion [Racial Trait]</h2><div><p><b>Prerequisite:</b> Hobgoblin</p></div>You were born for life in the legion. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Constitution or Intelligence score by 1, to a maximum of 20.<br />&bull; You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn&rsquo;t incapacitated. You can use this trait only once per combat.<br />&bull; You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5).<br />As normal, once you use this trait, you can&rsquo;t use it again until you finish a short or long rest.</div>",
            "id": 6059,
            "name": "Uphold the Legion",
            "normal": "",
            "prerequisite": "Hobgoblin",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Urd Wings [Racial Trait]</h2><div><p><b>Prerequisite:</b> Kobold</p></div></div><div>You manifest leathery wings, transforming into an urd. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Dexterity score by 1, to a max-imum of 20.<br />&bull; You gain a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.</div>",
            "id": 6060,
            "name": "Urd Wings",
            "normal": "",
            "prerequisite": "Kobold",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "",
            "full_text": "<div><h2>Well-Rested [Racial Trait]</h2><div><p><b>Prerequisite:</b> Bugbear</p></div>Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:</div><div>&nbsp;</div><div>&bull; Increase your Strength or Dexterity score by 1, to a maximum of 20.<br />&bull; Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.<br />&bull; At the end of a long rest, you gain inspiration (described in chapter 4 of the Player&rsquo;s Handbook).</div>",
            "id": 6061,
            "name": "Well-Rested",
            "normal": "",
            "prerequisite": "Bugbear",
            "reference": "XGtE",
            "special": "",
            "type": "Racial Trait"
        },
        {
            "benefit": "As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can\u00e2\u20ac\u2122t use it again until you finish a short or long rest.",
            "full_text": "<div><h2>Vampiric Exultation [Racial feat]</h2><div><p><b>Prerequisite:</b> <em>Prerequisite: Vampire - Ixalan</em></p></div><div><p><b>Benefit:</b> As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.</p></div><div><p>If your campaign uses feats, a vampire character can take this feat to gain the ability of flight shared by Legion of Dusk skymarchers.</p></div></div>",
            "id": 6761,
            "name": "Vampiric Exultation",
            "normal": "",
            "prerequisite": "Prerequisite: Vampire (Ixalan)",
            "reference": "Plane Shift",
            "special": "If your campaign uses feats, a vampire character can take this feat to gain the ability of flight shared by Legion of Dusk skymarchers.",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Quicksmithing</h1><p><em>Prerequisite: Intelligence 13 or higher</em></p><p><em> In campaigns that make use of feats, player characters can gain additional abilities related to aether and invention.  <br /></em></p><p>You have mastered the art of on-the -fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.</p><p>When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.</p><p>If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.</p><p>In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.</p><p>When you create a device, choose one of the following options:</p><p><strong>Clockwork Toy. </strong>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><strong>Fire Starter. </strong>This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.</p><p><strong>Music Box. </strong>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>",
            "id": 6762,
            "name": "Quicksmithing",
            "normal": "",
            "prerequisite": "Intelligence 13 or higher",
            "reference": "Plane Shift",
            "special": "",
            "type": "General"
        },
        {
            "benefit": "",
            "full_text": "<h1>Servo Crafting</h1><p><em>Prerequisite: Intelligence 13 or higher</em></p><p><em> In campaigns that make use of feats, player characters can gain additional abilities related to aether and invention.</em> </p><p>You are skilled in the creation of servos&mdash;tiny constructs that function as personal assistants. You can cast the <em><a title=\"find familiar\" href=\"http://spell.com/find familiar\">find familiar</a></em> spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo's statistics appear in the &ldquo;Artifact Creatures&rdquo; section of this document. In every other way, a servo familiar functions as described in the find familiar spell.</p><p>You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.</p><p>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own. </p>",
            "id": 6763,
            "name": "Servo Crafting",
            "normal": "",
            "prerequisite": "Intelligence 13 or higher",
            "reference": "Plane Shift",
            "special": "",
            "type": "General"
        }
    ],
    [
        {
            "full_text": "<h1>Dwarves</h1><p>Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs&mdash;these common threads unite all dwarves.</p><h1>Mountain Dwarf Traits</h1><p>As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern faer&ucirc;n, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 2.</p><p><strong>Age. </strong>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><strong>Alignment. </strong>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><strong>Size. </strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision. </strong>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><strong>Dwarven Resilience. </strong>You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training. </strong>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency. </strong>You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning. </strong>Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) 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><strong>Dwarven Armor Training. </strong>You have proficiency with light and medium armor.</p><p><strong>Languages. </strong>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><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names: </strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, fargrim, flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal<br /><strong>Female Names: </strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, falkrunn, finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra<br /><strong>Clan Names: </strong>Balderk, Battlehammer, Brawnanvil, Dankil, fireforge, frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
            "id": 150,
            "name": "Dwarf - Mountain (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>Wood Elf Traits</h1><p>As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the forgotten Realms. In faer&ucirc;n, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.</p><p>Wood elves' 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><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 35 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Mask of the Wild. </strong>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names: </strong>Ara, Bryn, Del, Eryn, faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names: </strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis<br /><strong>Female Adult Names: </strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia<br />strong>Family Names: (Common Translations): </strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 151,
            "name": "Elf - Wood (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Halflings</h1><p>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.</p><h1>Stout Halfling Traits</h1><p>As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the forgotten Realms, these halflings are called stronghearts, and they're most common in the south.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment. </strong>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size. </strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Lucky. </strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave. </strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness. </strong>You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Stout Resilience. </strong>You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names: </strong>Alton, Ander, Cade, Corrin, Eldon, Errich, finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby<br /><strong>Female Names: </strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna<br /><strong>Family Names: </strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
            "id": 153,
            "name": "Halfling - Stout (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Gnomes</h1><p>A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.</p><h1>Forest Gnome Traits</h1><p>As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&amp;D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your, Intelligence score increases by 2.</p><p><strong>Age. </strong>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment. </strong>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size. </strong>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Darkvision. </strong>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><strong>Gnome Cunning. </strong>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Natural Illusionist. </strong>You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.</p><p><strong>Speak with Small Beasts. </strong>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><p><strong>Languages. </strong>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><h2>Vibrant Expression</h2><p>A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.</p><p>A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.</p><h2>Delighted Dedication</h2><p>As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.</p><p>Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.</p><p>Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.</p><h2>Bright Burrows</h2><p>Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.</p><p>Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.</p><h2><strong>Always Appreciative. </strong></h2><p>It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.</p><h2>Seeing the World</h2><p>Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.</p><h2>Gnome Names</h2><p>Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are &ldquo;stuffy&rdquo; about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.</p><p><strong>Male Names: </strong>Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, fonkin, frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook<br /><strong>Female Names: </strong>Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna<br /><strong>Clan Names: </strong>Beren, Daergel, folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen<br /><strong>Nicknames: </strong>Aleslosh, Ashhearth, Badger, Cloak, Doublelock, filchbatter, fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck</p>",
            "id": 154,
            "name": "Gnome - Forest (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Aarakocra</h1><p>Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond&mdash;from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.</p><h1><strong>Aarakocra Traits. </strong></h1><p>As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Aarakocra reach maturity by age 3.compared to humans, aarakocra don't usually live longer than 30 years.</p><p><strong>Alignment. </strong>Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.</p><p><strong>Size. </strong>Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Flight. </strong>You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.</p><p><strong>Talons. </strong>You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.</p><p><strong>Language. </strong>You can speak, read, and write Common, Aarakocra, and Auran.</p><h2>Beak and feather<strong>. </strong></h2><p>From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.</p><p>Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.</p><h2>Sky Wardens</h2><p>Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.</p><p>Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material</p><p>Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.</p><h2>Avian Mannerisms</h2><p>The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.</p><p>Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa. The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.</p><p>Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.</p><h2>Homelands</h2><p>Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.</p><p>Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.</p><p>A typical colony consists of one large, open -roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.</p><h2>Aarakocra in the forgotten Realms</h2><p>Never well established in faer&ucirc;n, aarakocra have only four major colonies: in the Star Mounts within the High forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.</p><p>Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.</p><p>Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.</p><p>Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air.</p><h2>Great Purpose</h2><p>Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.</p><p>Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the <em>Rod of Seven Parts</em>, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf -Spider. When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.</p><p>Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogr &eacute;moch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as &ldquo;flying rock,&rdquo; and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.</p><h2>Aarakocra Names</h2><p>As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.</p><p>An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.</p>",
            "id": 155,
            "name": "Aarakocra (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Deep Gnomes (Svirfnibelin)</h1><p>Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfineblin. Guarded, and suspicious of outsiders, svirfineblin are cunning and taciturn, but can be just as kind- hearted, loyal, and compassionate as their surface cousins.</p><h1>Deep Gnome Traits</h1><p>Deep gnomes (or svirfineblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfineblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Intelligence score increases by 2.</p><p><strong>Age. </strong>Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.</p><p><strong>Alignment. </strong>Svirfineblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.</p><p><strong>Size. </strong>A typical svirfineblin stands about 3 to 3-&frac12; feet tall and weighs 80 to 120 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Superior Darkvision. </strong>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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><strong>Gnome Cunning. </strong>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Stone Camouflage. </strong>You have advantage on Dexterity (<a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>) checks to hide in rocky terrain.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Gnomish, and Undercommon. The svirfineblin dialect is more guttural than surface Gnomish, and most svirfineblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.</p><h2>Born of Deep Earth</h2><p>Svirfineblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfineblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.</p><p>Male svirfineblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.</p><p>Svirfineblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people</p><h2>Master Miners</h2><p>Despite their guarded natures, svirfineblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfineblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones.</p><h2>Deep Dwellers</h2><p>Svirfineblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfineblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfineblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfineblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.</p><p>Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfineblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe.</p><h2>Scouts and Spies</h2><p>Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people. By comparison, most svirfineblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.</p><p>Nevertheless, a few svirfineblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfineblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention. These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.</p><p>A few svirfineblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfineblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfineblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.</p><h2>Deep Gnome Names</h2><p>Svirfineblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.</p><p><strong>Male Names: </strong>Belwar, Brickers, Durthmeck, firble, Kreiger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud<br /><strong>Female Names: </strong>Beliss, Durthee, fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda<br /><strong>Clan Names: </strong>Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter</p>",
            "id": 156,
            "name": "Gnome - Deep (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Air Genasi Traits</h1><p>As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.</p><p>Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Constitution score increases by 2.</p><p><strong>Age. </strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment. </strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size. </strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Unending Breath. </strong>You can hold your breath indefinitely while you're not incapacitated.</p><p><strong>Mingle with the Wind. </strong>You can cast the <em><a title=\"Levitate\" href=\"http://spell.com/Levitate\">levitate</a></em> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Backgrounds</h2><p>Each genasi subrace has its own temperament, which might make some Backgrounds more suitable than others.</p><p>Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don't live in cities favor open lands such as plains, deserts, and high mountains.</p><p>Fitting Backgrounds include charlatan, entertainer, and noble.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as flame, Ember, Wave, or Onyx.</p>",
            "id": 157,
            "name": "Genasi - Air (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Goliaths</h1><p>At the highest mountain peaks&mdash;far above the slopes where trees grow and where the air is thin and the frigid winds howl&mdash;dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.</p><h1>Goliath Traits</h1><p>Goliaths share a number of traits in common with each other.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.</p><p><strong>Alignment. </strong>Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.</p><p><strong>Size. </strong>Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Natural Athlete. </strong>You have proficiency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> skill.</p><p><strong>Stone's Endurance. </strong>You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Mountain Born. </strong>You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the <em>Dungeon Master's Guide</em>.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Giant.</p><h2>Driven Competitors<strong>. </strong></h2><p>Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.</p><p>Goliaths thus place a premium on self- sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.</p><h2>Fair Play</h2><p>For goliaths, competition exists only when it is supported by a level playing field.competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.</p><p>This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.</p><h2>Survival of the fittest</h2><p>Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.</p><p>A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.</p><p>In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.</p><h2>Goliath Names</h2><p>Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.</p><p>Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.</p><p>A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.</p><p>Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.</p><p><strong>Birth Names: </strong>Aukan, Eglath, Gae-Al, Gauthak, Iliken, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak<br /><strong>Nicknames: </strong>Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter<br /><strong>Clan Names: </strong>Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga</p>",
            "id": 158,
            "name": "Goliath (EEPC, VGtM)",
            "reference": "EEPC, VGtM"
        },
        {
            "full_text": "<h1>Gray Dwarves (Duergar)</h1><p>The duergar, or gray dwarves, are dark reflections of their surface bound cousins. After generations spent within the maddening and seemingly endless layers of the Underdark, gray dwarves are twisted versions of their former selves. Often at war with their Underdark rivals (in particular the illithid), duergar cloister themselves into walled-off cities, or large fortresses. Although they are intensely paranoid, duergar will trade with other races if they think they'll end up profiteering from such an arrangement; with some duergar even trading with their surface faring, dwarven cousins. A major player within the Underdark, duergar are known for their expansive mining monopolies, dangerous monarchies, and their innate magical talents.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />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><strong>Alignment</strong><br />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><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />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><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) 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><strong>Languages</strong><br />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><h1>Duergar Traits</h1><p>In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.</p><p><strong>Ability Score Increase<br /></strong>Your Strength score in&shy;creases by 1.</p><p><strong>Superior Darkvision</strong><br />Your darkvision has a radius of 120 feet.</p><p><strong>Extra Language</strong><br />You can speak, read, and write Undercommon</p><p><strong>Duergar Resilience</strong><br />You have advantage on saving throws against illusions and against being charmed or paralyzed.</p><p><strong>Duerger Magic</strong><br />When you reach 3rd level, you can cast the <em><a title=\"Enlarge/Reduce\" href=\"http://spell.com/Enlarge/Reduce\">enlarge/reduce</a></em> spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a></em> spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest.<br />Intelligence is your spellcasting ability for these spells.<br /><br /><strong>Sunlight Sensitivity</strong><br />You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><h2>Former Illithid Thralls</h2><p>The duergar were originally ordinary dwarves who lived and operated out of caves and worked diligently on mining operations. But, multiple lifetimes of thriving quickly ceased after these dwarves were attacked and enslaved by mind flayers, who dragged them down to their lairs within the Underdark. What followed was generations of enslavement and cruel experimentation on the dwarves, who as a result changed drastically both physically and especially mentally. These changes left the captives altered, and no longer entirely dwarven. Emerging as their own race, the duergar eventually rose up and overthrew their oppressors, and rid themselves of the mind flayers. Now free, the duergar carved out a new home for themselves in their former prison, minds set on regaining their former glory.</p><h2>Duergar Relations</h2><p>The duergar are a naturally mistrusting and paranoid people. That being said they will sometimes trade with surface races such as humans or gnomes, as well as with their Underdark neighbors like the svirfneblin or drow; with trading only operating so long as the duergar make a profit. They are resentful towards surface dwarves however, and Duergar do still hold a deep rooted hatred for their former captors, the mind flayers, and are always eager for the opportunity to eliminate them. They will occasionally squabble with the other denizens of the Underdark such as the quaggoths or orogs, but rarely ever declare war on them.</p><h2>Playing a Duergar</h2><p>The duergar have spent generations underground and as such are a naturally paranoid, and aggressive people. Those located within the deepest parts of a cave fortress would almost certainly be hostile towards any other non-duergar creatures; unless of course they were assigned together in mutually beneficial arrangement, in which case they wouldn't attack said creatures, albeit begrudgingly. A duergar that works and trades with humans or gnomes isn't uncommon, and they're stance on said peoples is much more tranquil, if only slightly.</p><h2>Duergar Names</h2><p>The naming conventions of the duergar are for the most part similar to those of their cousins, the dwarves. But, because of their years spent living within the Underdark, and their close proximity to the drow, many of the duergar's words and in turn their names now carry bits of undercommon as well.</p>",
            "id": 165,
            "name": "Dwarf - Gray Dwarf (SCAG)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Moon Elves</h1><p>Also called silver elves, or Teu'TeJ'Quessir, moon elves are more tolerant and adventurous than elves of other sorts. In ancient times, the dissolution of their empires dispersed moon elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain in hidden settlements and secluded strongholds.</p><p>Moon elves are sometimes seen as frivolous, especially by other elves. But it is the easygoing, fluid nature of their culture, philosophy, and personality that has enabled them to survive and flourish during and after tragic times in elven history. While communities of moon elves can be found in mainland faer&ucirc;n, many moon elves live in the settlements of other races, staying for a few seasons or several decades before moving on.</p><p>To a moon elf, home can be among the members of one's family, clan, or other friends and loved ones. Moon elves who temporarily take up residence in or near sun elf communities aren't shy about expressing the opinion that their kin need to be less serious. In turn, the sun elves pretend to be more annoyed by their moon elf neighbors than they truly are, provided that the moon elves' whims and adventuresome urges don't cause serious disruption. Given that the moon elves usually move on before wearing out their welcome, such unrest rarely occurs.</p><h1>Moon Elf Traits</h1><p>Moon elves have the racial traits of high elves in the <em>Player's Handbook.</em> They have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks.</p><p>Given the race's love of travel, exploration, and new experiences, many moon elves become adventurers, utilizing their talents for warfare, woodcraft, and wizardry in different measure.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance&rdquo;.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><strong>Languages. </strong>You can speak, read, and write Common, Elvish, and one language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names: </strong>Ara, Bryn, Del, Eryn, faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names: </strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis<br /><strong>Female Adult Names: </strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia<br /><strong>Family Names: (Common Translations): </strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 166,
            "name": "Elf - Moon (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Shield Dwarves</h1><p>The ancestral home of the shield dwarves is in northern faer&ucirc;n, where ancient dwarfholds exist in the North, Damara, Impiltur, Vaasa, the Vast, and the Western Heartlands. The most famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by reconquest by the dwarves.</p><p>Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of grievances against their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind thick walls of stone. Shield dwarves of a more adventurous bent are interested in exploring the world and seeing what lies beyond the bounds of their ancient dwarf holds.</p><h1>Shield Dwarf Traits</h1><p>Shield dwarves have the racial traits of mountain dwarves in the <em>Player's Handbook.</em> Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen on male shield dwarves.</p><p>Shield dwarves are renowned artisans, particularly in metal and stone. They tend to focus more on sturdiness in their craft than on the artistic flourishes and gilding favored by their gold dwarf cousins. Shield dwarf crafters build to last, and each one's signature mark placed upon an enduring masterpiece serves as a way of gaining immortality.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 2.</p><p><strong>Age. </strong>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><strong>Alignment. </strong>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><strong>Size. </strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision. </strong>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><strong>Dwarven Resilience. </strong>You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training. </strong>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency. </strong>You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning. </strong>Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) 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><strong>Dwarven Armor Training. </strong>You have proficiency with light and medium armor.</p><p><strong>Languages. </strong>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><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names: </strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, fargrim, flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal<br /><strong>Female Names: </strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, falkrunn, finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra<br /><strong>Clan Names: </strong>Balderk, Battlehammer, Brawnanvil, Dankil, fireforge, frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
            "id": 167,
            "name": "Dwarf - Shield (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Gold Dwarves</h1><p>Gold dwarves are common in the lands to the south and east of faer&ucirc;n. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a love of fine craftsmanship and an eagerness to trade.</p><p>Significant settlements of gold dwarves exist in theGreat Rift, the area surrounding the Dragon Coast, as well as in the Old Empires of eastern faer&ucirc;n. Smaller communities are found in the Smoking Mountains, in the Giant's Run Mountains, and the Western Heartlands.</p><p>Because they have not endured the same cycle of invasion and displacement, gold dwarves tend to be more optimistic than their shield dwarf cousins, but they're still standoffish and prideful as only a dwarf can be. They believe their race's stable history is the result of their attentiveness to tradition, and have little doubt that the future of the gold dwarves will be just as peaceful, if they remain true to their customs and principles.</p><h1>Gold Dwarf Traits</h1><p>Gold dwarves have the racial traits of hill dwarves in the <em>Player's Handbook.</em> They are stocky and muscular, averaging about 4 feet tall, with brown skin, black or brown hair, and brown or hazel eyes, with green eyes rare (and considered lucky). Males grow full beards that they keep oiled and well groomed, and both genders wear their hair long and often elaborately braided.</p><p>Gold dwarves are best known for crafting beautiful objects. According to them, all the natural resources of the world exist for mortals to turn them into objects of great beauty. Gold dwarves don't want the most of every thing; they want the best. Their artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf culture, in which there is a right and proper way to do everything. Tradition dictates every aspect of a gold dwarf's life, from one's'Place in society, to prospects for marriage, to what careers are acceptable.</p><p>Gold dwarves who take up a life of adventuring, away from the clan, rarely forsake their traditions when doing so. Even though they might have to live as outsiders for a time, they hope to ultimately improve their standing in their society.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>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><strong>Alignment. </strong>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><strong>Size. </strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision. </strong>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><strong>Dwarven Resilience. </strong>You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training. </strong>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency. </strong>You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning. </strong>Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) 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><strong>Dwarven Toughness. </strong>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p><strong>Languages. </strong>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><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names: </strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, fargrim, flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal<br /><strong>Female Names: </strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, falkrunn, finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra<br /><strong>Clan Names: </strong>Balderk, Battlehammer, Brawnanvil, Dankil, fireforge, frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
            "id": 168,
            "name": "Dwarf - Gold (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Sun Elves</h1><p>Sun elves, also known as gold elves, or Ar'Tel'Ques-sir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon's chosen people and that other races-even other elves-are subordinate to them in skill, significance, and sophistication. They claim the title of \"high elves\" with pride, and indeed their race is responsible, for great, and sometimes terrible, achievements.</p><p>Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of \"elven excellence\" - no matter how interesting, exceptional, heroic, or noteworthy other races' accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves' relations with other elves, whom they see as diluted or diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of faer&ucirc;n see a sun elf, they see arrogance personified. Their haughty attitude can over shadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.</p><h1>Sun Elf Traits</h1><p>Sun elves have the racial traits of high elves in the <em>Player's Handbook.</em> Sun Elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond.</p><p>Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wizards, sages, and crafters. Not every sun elf is a skilled practitioner of the Art, but each one has at least a bit of inherent magic. Many sun elves mix magic with other art forms, which produces the complex dance of the blade singers as well as the enchanting music of their bards and the meticulous craftwork of their artisans.</p><p>Sun elf adventurers often bring a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Elvish, and one language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names: </strong>Ara, Bryn, Del, Eryn, faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names: </strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis<br /><strong>Female Adult Names: </strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia<br /><strong>Family Names: (Common Translations): </strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 169,
            "name": "Elf - Sun (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Wood Elves</h1><p>Also called copper elves, or Sy'Tel'Quessir, wood elves are the most common elves remaining in faer&ucirc;n. Their ancestors left behind the strife of the Crown Wars millennia ago to found strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of hubris.</p><p>Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the \"great\" elven kingdoms were responsible for many equally great mistakes. They look upon the Sundering, the Crown Wars, the descent of the drow, and other calamities as the result of acts of arrogance on the part of their ancestors. Living around and amid the reminders of this arrogance, and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Wood elves seek a quiet harmony, not domination, with the wider world.</p><p>Sylvan counterparts of the sun elves and moon elves, wood elves eschew the cities and strongholds of their kin in favor of living close to nature. Wood elves have not claimed a large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Wood elves claim territory in the High forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and hunters.</p><p>Despite seeing themselves as part of the world, wood elves don't commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood elves don't come across members of other races. Adventurers, diplomats, couriers, and those who pursue similar professions are the exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.</p><h1>Wood Elf Traits</h1><p>Wood elves in faer&ucirc;n have the racial traits of wood elves in the <em>Player's Handbook.</em> They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic copper, and eyes of green, brown, or hazel.</p><p>Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 35 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Mask of the Wild. </strong>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names: </strong>Ara, Bryn, Del, Eryn, faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names: </strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis<br /><strong>Female Adult Names: </strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia<br /><strong>Family Names: (Common Translations): </strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 170,
            "name": "Elf - Wood (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Drow</h1><p>The drow are descended from the dark elves who retreated into the Underdark after the Crown Wars. They are infamous for their cruelty, evilness, and drive to dominate.</p><p>For much of history, many believed that all drow were beings of inherent and irredeemable evil. In truth, most drow do align with evil, engaging in torture, slavery, murder, and other nefarious activities in the name of their demon-goddess. Almost always, dark elves who reject the ways of their people are exiled, or executed for being rebels, heretics, and insurrectionists who have turned against drow culture and the will of Lolth. But the existence of noble and self-sacrificing drow such as Liriel Baenre and Drizzt Do'Urden suggests that the evil of the drow isn't innate and can be overcome. The ac&shy; tions of these few heroic drow have tempered some peo&shy; ple's opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm.</p><p>Many drow in Faerun hail from Menzoberranzan, the infamous City of Spiders, or one of the other drow city&shy; states in the Underdark, such as jhachalkhyn or Ched Nasad. Dark elves encountered on the surface are usu&shy; ally found near entrances to the Underdark, because they are harmed by the light of day, which weakens them and their magic. Drow who become adventurers often do so after fleeing the oppressive, cruel theoc&shy; racy of the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Drow Traits</h1><p>Drow have the racial traits of dark elves in the <em>Player's Handbook.</em> Drow characters can come from any back&shy; ground, though most have a history that links to one of the drow city-states of the Underdark.</p><p>Inherent magical abilities and a preference for dark places make drow naturally adept as assassins, thieves, and spies. Traditionally, male drow are warriors and wizards, and female drow occupy leadership roles as warriors or priestesses of Lolth. Drow exiles tend to fol&shy; low their own path regardless of gender.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Superior Darkvision.<br /></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity.<br /></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<br /></strong>You know the <em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">dancing lights</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Faerie Fire\" href=\"http://spell.com/Faerie Fire\">faerie fire</a></em> spell once per day. When you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Drow Weapon Training<br /></strong>You have proficiency with rapiers, shortswords, and hand crossbows.</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 171,
            "name": "Elf - Drow (SCAG)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Strongheart Halflings</h1><p>Creatures of the earth who love a warm hearth and pleasant company, strongheart halflings are folks of few enemies and many friends. Stronghearts are sometimes referred to fondly by members of other races as &ldquo;the good folk&rdquo; for little upsets stronghearts or corrupts their spirit. To many of them, the greatest fear is to live in a world of poor company and mean intent, where one lacks freedom and the comfort of friendship.</p><p>When strongheart halflings settle into a place, they intend to stay. It's not unusual for a dynasty of strong hearts to live in the same place for a few centuries. Strongheart halflings don't develop these homes in seclusion. On the contrary, they do their best to fit into the local community and become an essential part of it. Their viewpoint stresses cooperation above all other traits, and the ability to work well with others is the most valued behavior in their lands.</p><p>Pushed from their nests, strongheart halflings typically try to have as many comforts of home with them as possible. Non-stronghearts with a more practical bent can find strongheart travel habits maddening, but their lightfoot cousins typically enjoy the novelty of it-so long as the lightfoots don't have to carry any of the baggage.</p><p>While often stereotyped as fat and lazy due to their homebound mindset and obsession with fine food, strongheart halflings are typically quite industrious. Nimble hands, their patient mindset, and their emphasis on quality makes them excellent weavers, potters, wood carvers, basket makers, painters, and farmers.</p><h1>Strongheart Halfling Traits</h1><p>Strongheart halflings have all the racial traits of stouts in the <em>Player's Handbook.</em> Strongheart halflings are shorter on average than their lightfoot kin, and tend to have rounder faces. They have the skin tones and hair colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don't grow beards or mustaches, but both males and females can grow sideburns down to mid-cheek, and both genders plait them into long braids.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment. </strong>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size. </strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Lucky. </strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave. </strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness. </strong>You can move through the space of any creature that is of a size larger than yours.</p><p><p><strong>Stout Resilience. </strong>You have advantage on saving throws against poison, and you have resistance against poison damage.</p><strong>Languages. </strong>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names: </strong>Alton, Ander, Cade, Corrin, Eldon, Errich, finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby<br /><strong>Female Names: </strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna<br /><strong>Family Names: </strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
            "id": 172,
            "name": "Halfling - Strongheart (SCAG)",
            "reference": "SCAG"
        },
        {
            "full_text": "<h1>Dragonborn</h1><p>Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.</p><h1>Dragonborn Traits</h1><p>Your draconic heritage manifests in a variety of traits you share with other dragonborn.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age. </strong>Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.</p><p><strong>Alignment. </strong>Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.</p><p><strong>Size. </strong>Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Draconic Ancestry. </strong>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><p><strong>Breath Weapon. </strong>You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</p><p>After you use your breath weapon, you can't use it again until you complete a short or long rest.</p><table><tbody><tr><td style=\"text-align: center;\"><strong>Dragon</strong></td><td style=\"text-align: center;\"><strong>Damage Type</strong></td><td style=\"text-align: center;\"><strong>Breath Weapon</strong></td></tr><tr style=\"text-align: center;\"><td>Black</td><td>Acid</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Blue</td><td>Lightning</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Brass</td><td>Fire</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Bronze</td><td>Lightning</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Copper</td><td>Acid</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Gold</td><td>Fire</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Green</td><td>Poison</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Red</td><td>Fire</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Silver</td><td>Cold</td><td>15 ft. cone (Dex. save)</td></tr><tr><td style=\"text-align: center;\">White</td><td style=\"text-align: center;\">Cold</td><td style=\"text-align: center;\">15 ft. cone (Dex. save)</td></tr></tbody></table><p><strong>Damage Resistance. </strong>You have resistance to the damage type associated with your draconic ancestry.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</p><h2>Proud Dragon Kin</h2><p>Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6&frac12; feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.</p><p>The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor&mdash;bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.</p><h2>Self-Sufficient Clans</h2><p>To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.</p><p>A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.</p><p>Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races&mdash;or even from the gods.</p><h2>Dragonborn Names</h2><p>Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.</p><p><strong>Male Names: </strong>Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn<br /><strong>Female Names: </strong>Akra, Biri, Daar, farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit<br /><strong>Childhood Names: </strong>Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous<br /><strong>Clan Names: </strong>Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit</p><h2>Draconians</h2><p>In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.</p>",
            "id": 184,
            "name": "Dragonborn (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Half-Elves</h1><p>Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.</p><h1>Half-Elf Traits</h1><p>Your half-elf character has some qualities in common with elves and some that are unique to half-elves.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.</p><p><strong>Age. </strong>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</p><p><strong>Alignment. </strong>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.</p><p><strong>Size. </strong>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Skill Versatility. </strong>You gain proficiency in two skills of your choice.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Elvish, and one extra language of your choice.</p><h2>Of Two Worlds</h2><p>To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.</p><h2>Diplomats or Wanderers</h2><p>Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.</p><p>In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers</p><h2>Excellent Ambassadors</h2><p>Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofiness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).</p><h2>Half-Elf Names</h2><p>Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.</p>",
            "id": 188,
            "name": "Half-Elf (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Half-Orcs</h1><p>Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.</p><h1>Half-Orc Traits</h1><p>Your half-orc character has certain traits deriving from your orc ancestry.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.</p><p><strong>Alignment. </strong>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among ores and willing to live out their lives among them are usually evil.</p><p><strong>Size. </strong>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Menacing. </strong>You gain proficiency in the <a title=\"Perception\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance. </strong>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><p><strong>Savage Attacks. </strong>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><p><strong>Languages. </strong>You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.</p><h2>Scarred and Strong</h2><p>Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.</p><p>Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.</p><h2>The Mark of Gruumsh</h2><p>The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat&mdash;and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.</p><p>Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sandess saps their strength. But they laugh loudly and heartily, and simple bodily pleasures&mdash;feasting, drinking, wrestling, drumming, and wild dancing&mdash;fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.</p><h2>Tribes and Slums</h2><p>Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.</p><h2>Grudging Acceptance</h2><p>Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.</p><h2>Half-Orc Names</h2><p>Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.</p><p><strong>Male Orc Names: </strong>Dench, feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk<br /><strong>Female Orc Names: </strong>Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda</p>",
            "id": 189,
            "name": "Half-Orc (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Tiefling Traits</h1><p>Tieflings share certain racial traits as a result of their infernal descent.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Infernal Legacy. </strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. Once you reach 3rd level, you can cast the <em><a title=\"Hellish Rebuke\" href=\"http://spell.com/Hellish Rebuke\">hellish rebuke</a></em> spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 190,
            "name": "Tiefling - Asmodeus (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Tiefling Variants Traits</h1><p>Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the <em>Player's Handbook.</em>The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.</p><p><strong><em>Appearance<br /></em></strong>Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the <em>Player's Handbook,</em>choose 1d4 + 1 of the following features:<br />small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat like legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.</p><p><strong><em>Feral</em></strong><strong><em><br /></em></strong>Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.</p><p><strong><em>Devil's Tongue<br /></em></strong>You know the <a title=\"Vicious Mockery\" href=\"http:/spell.com/vicious Mockery\"><em>vicious mockery</em></a> cantrip. When you reach 3rd level, you can cast the <a title=\"Charm Person\" href=\"http:/spell.com/Charm Person\"><em>charm </em><em>person</em></a> spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the <em><a title=\"Enthrall\" href=\"http:/spell.com/Enthrall\">enthrall</a></em> spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.</p><p><strong><em>Hellfire<br /></em></strong>Once you reach 3rd level, you can cast the <em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">Burning Hands</a> </em>spell once per day as a 2nd-level spell. This trait replaces the <em><a title=\"Hellijsh Rebuke\" href=\"http:/spell.com/Hellish Rebuke\">hellish rebuke</a></em> spell of the Infernal Legacy trait.</p><p><strong><em>Winged<br /></em></strong>You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.</p>",
            "id": 192,
            "name": "Tiefling - Variant (SCAG)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Kor</h1><p>Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.</p><p>Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.</p><h2>Slender and Silent</h2><p>Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms<br />and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.</p><p>The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do<br />speak, they typically use as few words as possible to convey their meaning.</p><h1>Kor Traits</h1><p>Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain<br />of Zendikar. Your kor character has these traits.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age<br /></strong>Kor mature at the same rate as humans and live about as long.</p><p><strong>Alignment<br /></strong>Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.</p><p><strong>Size<br /></strong>Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.</p><p><strong>Kor Climbing<br /></strong>You have proficiency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> and <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a> skills.</p><p><strong>Lucky<br /></strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave<br /></strong>You have advantage on saving throws against being frightened.</p><p><strong>Languages</strong><br />You can speak, read, and write Common, and communicate in the silent speech of the kor.</p>",
            "id": 248,
            "name": "Zendikar - Kor (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Merfolk</h1><p>Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation.</p><p>In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race&mdash;and the world&mdash;far outweigh any ancient conflicts between creeds.</p><p>Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.</p><h2>Born of the Sea</h2><p>Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones</p><p>Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.</p><h1>Merfolk Traits</h1><p>Your merfolk character has a number of traits in common with other members of this race.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Age<br /></strong>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.</p><p><strong>Alignment<br /></strong>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.</p><p><strong>Size<br /></strong>Merfolk are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.</p><p><strong>Amphibious<br /></strong>You can breathe air and water.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common, Merfolk, and one extra language of your choice.</p><p><strong>Creeds<br /></strong>The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula<br />(water), and Cosi (the trickster). A merfolk isn&rsquo;t born into a creed but chooses it upon reaching adulthood, and<br />it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren&rsquo;t hostile to each other,<br />but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard<br />the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation<br />secret. Choose one of these creeds for your character.</p><h2>Emeria (Wind) Creed</h2><p>Merfolk who followed Emeria&rsquo;s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces&mdash;rather than natural causes&mdash;behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.</p><p><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 2.</p><p><strong>Wind Creed Manipulation<br /></strong>You have proficiency in the <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a> and <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a> skills.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><h2>Ula (Water) Creed</h2><p>Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They<br />are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.</p><p><strong>Ability Score Increase<br /></strong>Your Intelligence score increases by 2.</p><p><strong>Water Creed Navigation<br /></strong>You have proficiency with navigator&rsquo;s tools and in the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><h2>Cosi Creed</h2><p>No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.</p><p><strong>Creed of the Trickster<br /></strong>You have proficiency in the <a title=\"Sleight of Hand\" href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a> and <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skills.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.</p>",
            "id": 249,
            "name": "Zendikar - Merfolk (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Vampires</h1><p>Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures&mdash;an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those<br />vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.<br />Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.</p><h2>Between the Living and the Dead</h2><p>The vampires of Zendikar are not undead. Rather, heir unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.</p><p>Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.</p><h1>Vampire Traits</h1><p>Your vampire character has the following traits as a result of the unique origins of your kind.</p><p><strong>Ability Score Increase<br /></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<br /></strong>Vampires don&rsquo;t mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog&rsquo;s influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.</p><p><strong>Alignment<br /></strong>Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.</p><p><strong>Size<br /></strong>Vampires are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Thanks to your heritage, 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><p><strong>Vampiric Resistance<br /></strong>You have resistance to necrotic damage.</p><p><strong>Blood Thirst<br /></strong>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target&rsquo;s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see &ldquo;A Zendikar Bestiary&rdquo;).</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Vampire.</p>",
            "id": 250,
            "name": "Zendikar - Vampire (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Zendikar Goblins</h1><p>Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status&mdash;for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.</p><p>Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.</p><h2>Long Arms and Stony Skin</h2><p>A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins&rsquo; arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.</p><p>This distinctive appearance is a direct result of the goblins&rsquo; unusual diet. Before the Eldrazi&rsquo;s rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called &ldquo;grit.&rdquo; The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.</p><h1>Goblin Traits</h1><p>Your goblin character has the following traits in common with all other goblins.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.<br />Alignment. Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.</p><p><strong>Size<br /></strong>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.Speed. Your base walking speed is 25 feet.</p><p><strong>Darkvision<br /></strong>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 werebright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Grit<br /></strong>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Goblin.</p><p><strong>Tribe<br /></strong>Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.</p><h2>Grotag Tribe</h2><p>Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits&mdash;though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest&mdash;usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.</p><p><strong>Grotag Tamer<br /></strong>You have proficiency in the <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a> skill.</p><h2>Lavastep Tribe</h2><p>The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.</p><p><strong>Lavastep Grit<br /></strong>You have advantage on Dexterity (<a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>) checks made to hide in rocky or subterranean environments.</p><h2>Tuktuk Tribe</h2><p>Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.</p><p><strong>Tuktuk Cunning<br /></strong>You have proficiency with thieves&rsquo; tools.</p>",
            "id": 251,
            "name": "Zendikar - Goblin (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Zendikar Elves</h1><p>Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment<br />of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They<br />remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop<br />villages seem to regrow almost as soon as they are destroyed&mdash;much like the Murasan jungles where they<br />are found.</p><p>Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.</p><h2>Wildly Elegant</h2><p>Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment.</p><p>Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks.</p><h1>Elf Traits</h1><p>The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Age</strong><br />Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment</strong><br />Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others&rsquo; freedom as well as their own, and they are more often good than not.</p><p><strong>Size</strong><br />Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Keen Senses</strong><br />You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry</strong><br />You have advantage on saving throws against being charmed, and magic can&rsquo;t put you to sleep.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</p><p><strong>Subrace</strong><br />Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.</p><h2>Tajuru Nation</h2><p>The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 1.</p><p><strong>Skill Versatility</strong><br />You gain proficiency in any combination of two skills or tools of your choice.</p><h2>Joraga Nation</h2><p>The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar&mdash; or even for other elves. The survival of their nation and its traditions is the Joraga elves&rsquo; only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans&rsquo; aggressive exterior.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><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><h2>Mul Daya Nation</h2><p>Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 1.</p><p><strong>Superior Darkvision</strong><br />Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity</strong><br />You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) 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>Mul Daya Magic</strong><br />You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p>",
            "id": 252,
            "name": "Zendikar - Elf (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Protector Aasimar Traits</h1><p>Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.</p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment. </strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size. </strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance. </strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands. </strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer. </strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Radiant Soul. </strong>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Celestial.</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being&mdash;usually a deva&mdash;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
            "id": 436,
            "name": "Aasimar - Protector (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Firbolgs</h1><p>Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.</p><h2>Firbolg Traits</h2><p>Your firbolg character has the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 2, and your Strength score increases by 1.</p><p><strong>Age. </strong>As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.</p><p><strong>Alignment. </strong>As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.</p><p><strong>Size. </strong>Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Firbolg Magic. </strong>You can cast <em><a title=\"Detect Magic\" href=\"http://spell.com/Detect Magic\">detect magic</a></em> and <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a> </em>with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of <em>disguise self</em>, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.</p><p><strong>Hidden Step. </strong>As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Speech of Beast and Leaf. </strong>You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Elvish, and Giant.</p><h2>Humble Guardians</h2><p>Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.</p><p>In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?</p><h2>Natural Druids</h2><p>Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.</p><h2>Hidden Shepherds</h2><p>As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and ores. Such events concern the firbolgs only when the events affect the forest.</p><p>Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.</p><p>If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.</p><h2>Outcast Adventurers</h2><p>As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.</p><p>Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible. The firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.</p><h2>Firbolg Adventurers</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Reason for Adventuring</strong></td></tr><tr><td>1</td><td>Outcast for murder</td></tr><tr><td>2</td><td>Outcast for severely damaging home territory</td></tr><tr><td>3</td><td>Clan slain by invading humanoids</td></tr><tr><td>4</td><td>Clan slain by a dragon or demon</td></tr><tr><td>5</td><td>Separated from the tribe and lost</td></tr><tr><td>6</td><td>Homeland destroyed by natural disaster</td></tr><tr><td>7</td><td>Personal quest ordain by omens</td></tr><tr><td>8</td><td>Dispatched on a quest by tribe leaders</td></tr></tbody></table><h1>Firbolg Names</h1><p>Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes.</p><p>When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \"home.\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.</p>",
            "id": 437,
            "name": "Firbolg (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Kenku</h1><p>Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.</p><h1>Kenku Traits</h1><p><strong>Ability Scare Increase. </strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.</p><p><strong>Alignment. </strong>Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.</p><p><strong>Size. </strong>Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Expert forgery. </strong>You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.</p><p><strong>Kenku Training. </strong>You are proficient in your choice of two of the following skills: <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>, <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>, and <a title=\"Sleight of Hand\" href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a>.</p><p><strong>Mimicry. </strong>You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (<a title=\"Insight\" href=\"http://skill.com/Insight\">Insight</a>) check opposed by your Charisma (<a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>) check.</p><p><strong>Languages. </strong>You can read and write Common and Auran, but you can speak only by using your Mimicry trait.</p><h2>An Ancient Curse</h2><p>The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.</p><p>Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.</p><p>Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.</p><h2>Dreams of flight</h2><p>Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.</p><p>Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore. Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.</p><h2>Hopeless Plagiarists</h2><p>As,a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes. Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.</p><p>By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.</p><h2>Ideal Minions</h2><p>Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.</p><p>For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.</p><h2>Kenku Adventurers</h2><p>Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.</p><h2>Kenku Names</h2><p>Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.</p><p>Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.</p><p>Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.</p><p>Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.</p>",
            "id": 438,
            "name": "Kenku (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Lizardfolk</h1><p>Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.</p><p>Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies</p><h1>Lizardfolk Traits</h1><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.</p><p><strong>Alignment. </strong>Most Lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.</p><p><strong>Size. </strong>Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.</p><p><strong>Bite. </strong>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Cunning Artisan. </strong>As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.</p><p><strong>Hold Breath. </strong>You can hold your breath for up to 15 minutes at a time.</p><p><strong>Hunter's Lore. </strong>You gain proficiency with two of the following skills of your choice: <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a title=\"Nature\" href=\"http://skill.com/Nature\">Nature</a>, <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>, <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>, and <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Natural Armor. </strong>You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.</p><p><strong>Hungry Jaws. </strong>In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can' t use this trait again until you finish a short or long rest.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Draconic.</p><h2>Alien Minds</h2><p>The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions.</p><p>In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think,\"I'm scared.\"Instead,aggressive,stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack,lizardfolk flee,fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.</p><p>Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat,creatures that want to harm them,and so on. Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected,sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.</p><h2>Lizardfolk Speech</h2><p>Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost alway literal. They might pick up idioms, but only with some difficulty. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \"This wind brings cold\" rather than \"I feel cold.\" Lizardfolk tend to define things In terms of actions, rather than effects</p><h2>Cold and Calculating</h2><p>Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead.</p><p>To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.</p><h2>Utility and Survival</h2><p>The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone. Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.</p><h2>Hapless Soft Ones</h2><p>At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.</p><h2>Lizardfolk Personality</h2><p>You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.</p><h2>Lizardfolk Quirks</h2><table><tbody><tr><td><strong>d8 </strong></td><td><strong>Quirk </strong></td></tr><tr><td>1</td><td>You hate waste and see no reason not to scavenge  fallen enemies. Fingers are tasty and portable!</td></tr><tr><td>2</td><td>You sleep best while mostly submerged in water.</td></tr><tr><td>3</td><td>Money is meaningless to you.</td></tr><tr><td>4</td><td>You think there are only two species of humanoid: <br />lizardfolk and meat.</td></tr><tr><td>5</td><td>You have learned to laugh. You use this talent in <br />response to all emotional situations, to better fit in  <br />with your comrades.</td></tr><tr><td>6</td><td>You still don't understand how metaphors work. <br />That doesn't stop you from using them at every op&middot;<br />portunity.</td></tr><tr><td>7</td><td>You appreciate the soft humanoids who realize they<br />need chain mail and swords to match the gifts you<br />were born with.</td></tr><tr><td>8</td><td>You enjoy eating your food while it's still wriggling.</td></tr></tbody></table><h2>Lizardfolk Names</h2><p>Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as &ldbquo;axe,&rdbquo; a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \"green\" to describe how she blends into the foliage.</p><p>Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.</p><p><strong>Lizardfolk Names: </strong>Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha  (black), Vyth (steel).</p>",
            "id": 439,
            "name": "Lizardfolk (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Tabaxi</h1><p>Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.</p><h1>Tabaxi Traits</h1><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age. </strong>Tabaxi have lifespans equivalent to humans.</p><p><strong>Alignment. </strong>Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.</p><p><strong>Size. </strong>Tabaxi are taller on average than humans and relatively slender. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>You have a cat's keen senses,especially in the dark. 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><strong>Feline Agility. </strong>Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.</p><p><strong>Cat's Claws. </strong>Because of your claws,you have a climbing speed of 20 feet. In addition,your claws are natural weapons,which you can use to make unarmed strikes. If you hit with them,you deal slashing damage equal to 1 d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Cat's Talent . </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> and <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skills.</p><p><strong>Languages. </strong>You can speak, read, and write Common and one other language of your choice.</p><h2>Wandering Outcasts</h2><p>Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life.</p><p>The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.</p><h2>The Cat Lord</h2><p>The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain.</p><h2>Barterers of Lore</h2><p>Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.</p><h2>Fleeting fancies</h2><p>Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.</p><h2>Tinkers and Minstrels</h2><p>Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.</p><p>These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly in teresting item when an owner refuses to sell or trade it.</p><h2>Tabaxi Personality</h2><p>A tabaxi might have motivations and quirks much dif ferent from a dwarf or an elf with a similar History. You can use the following tables to customize your char acter in addition to the trait, ideal, bond, and flaw from your History. The Tabaxi Obsession table can help hone your character's goals.</p><p>For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.</p><h2>Tabaxi Obsessions</h2><table><tbody><tr><td><strong>d8</strong></td><td><strong>My curiosity is currently fixed on..</strong></td></tr><tr><td>1</td><td>A god or planar entity</td></tr><tr><td>2</td><td>A monster</td></tr><tr><td>3</td><td>A lost civilization</td></tr><tr><td>4</td><td>A wizard's secrets</td></tr><tr><td>5</td><td>A mundane Item</td></tr><tr><td>6</td><td>A magic Item</td></tr><tr><td>7</td><td>A location</td></tr><tr><td>8</td><td>A legend or tale</td></tr></tbody></table><h2>Tabaxi Quirks</h2><table><tbody><tr><td><strong>d10</strong></td><td><strong>Quirk</strong></td></tr><tr><td>1</td><td>You miss your tropical home and complain endlessly about the freezing weather, even in summer.</td></tr><tr><td>2</td><td>You never wear the same outfit twice, unless you absolutely must.</td></tr><tr><td>3</td><td>You have a minor phobia of water and hate getting wet.</td></tr><tr><td>4</td><td>Your tail always betrays you inner thoughts.</td></tr><tr><td>5</td><td>You purr loudly when you are happy.</td></tr><tr><td>6</td><td>You keep a small ball of yarn in your hand, which you constantly fidget with.</td></tr><tr><td>7</td><td>You are always in debt, since you spend you gold on lavish parties and gifts for friends.</td></tr><tr><td>8</td><td>When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.</td></tr><tr><td>9</td><td>You are a font of random trivia from the lore and stories you have discovered.</td></tr><tr><td>10</td><td>You can't help but pocket interesting things you come across.</td></tr></tbody></table><h2>Tabaxi Names</h2><p>Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis.</p><p><strong>Tabaxi Names: </strong>Cloud on the Mountaintop (Cloud), five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain.</p>",
            "id": 440,
            "name": "Tabaxi (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Tritons</h1><p>Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor,in recent years the noble tritons have become increasingly active in the world above.</p><h1>Triton Traits</h1><p><strong>Ability Score Increase. </strong>Your Strength, Constitution, and Charisma scores each increase by 1.</p><p><strong>Age. </strong>Tritons reach maturity around age 15 and can live up to 200 years.</p><p><strong>Alignment. </strong>Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.</p><p><strong>Size. </strong>Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.</p><p><strong>Amphibious. </strong>You can breathe air and water.</p><p><strong>Control Air and Water. </strong>A child of the sea, you can call on the magic of elemental air and water. You can cast <em><a title=\"fog Cloud\" href=\"http://spell.com/fog Cloud\">fog cloud</a></em> with this trait. Starting at 3rd level, you can cast <em><a title=\"Gust of Wind\" href=\"http://skill.com/Gust of Wind\">gust of wind</a></em> with it, and starting at 5th level, you can also cast <em><a title=\"Wall of Water\" href=\"http://skill.com/Wall of Water\">wall of water</a></em> with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Emissary of the Sea. </strong>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.</p><p><strong>Guardians of the Depths. </strong>Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Primordial.</p><h2>Aquatic Crusaders</h2><p>Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane. The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.</p><p>>With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.</p><h2>Haughty Nobles</h2><p>As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them. Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.</p><h2>Staunch Champions</h2><p>Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.</p><p>At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.</p><h2>Strangers to the Surface</h2><p>Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.</p><p>Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying. At its worst, a triton's arrogance compounds the tendency for the triton. Not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.</p><h2>Triton Personality</h2><p>Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.</p><h2>Triton Quirks</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Quirk</strong></td></tr><tr><td>1</td><td>You phrase requests as orders that you expect to be obeyed.</td></tr><tr><td>2</td><td>You are quick to boast ofthe greatness of your civilization.</td></tr><tr><td>3</td><td>You learned an antiquated version of Common and drop \"thee&amp;aquot; and \"thou\" into your speech.</td></tr><tr><td>4</td><td>You assume that people are telling you the truth about local customs and expectations.</td></tr><tr><td>5</td><td>The surface world is a wondrous place, and you catalog all its details in a journal.</td></tr><tr><td>6</td><td>You mistakenly assume that surface folk know about and are impressed by your people's history.</td></tr></tbody></table><h2>Triton Names</h2><p>Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \"th\" to the end of the protectorate's name.<br /><strong>Female Triton Names: </strong>Aryn, Belthyn, Duthyn, feloren, Otanyn, Shalryn, Vlaryn, Wolyn</p><p><strong>Male Triton Names: </strong>Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis<br /><strong>Triton Surnames: </strong>Ahlorsath, Pumanath, Vuuvaxath</p>",
            "id": 441,
            "name": "Triton (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Bugbears</h1><p>Bugbears feature in the nightmare tales of many races great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren't likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.</p><h1>Bugbear Traits</h1><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Dexterity score increases by 1.</p><p><strong>Age. </strong>Bugbears reach adulthood at age 16 and live up to 80 years.</p><p><strong>Alignment. </strong>Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.</p><p><strong>Size. </strong>Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Long-Limbed. </strong>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Sneaky. </strong>You are proficient in the <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skill.</p><p><strong>Surprise Attack. </strong>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Goblin.</p>",
            "id": 442,
            "name": "Bugbear (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Goblins</h1><p>Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids.</p><h1>Goblin Traits</h1><p>Your goblin character has the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>Goblins reach adulthood at age 8 and live up to 60 years.</p><p><strong>Alignment. </strong>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.</p><p><strong>Size. </strong>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Fury of the Small. </strong>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Nimble Escape. </strong>You can take the Disengage or Hide action as a bonus action on each of your turns.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Goblin.</p>",
            "id": 443,
            "name": "Goblin (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Hobgoblins</h1><p>War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins' entire society forever stands prepared for war.</p><h1>Hobgoblin Traits</h1><p>Your Hobgoblin character has the following Racial traits.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age. </strong>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.</p><p><strong>Alignment. </strong>Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.</p><p><strong>Size. </strong>Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>You can see in dim light within 60 feet 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><strong>Martial Training. </strong>You are proficient with two martial weapons of your choice and with light armor.</p><p><strong>Saving face. </strong>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of + 5). Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Goblin.</p>",
            "id": 444,
            "name": "Hobgoblin (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Kobolds</h1><p>Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god. In the world they occupy, kobolds are often bullied and enslaved by larger creatures-or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.</p><h1>Kobold Traits</h1><p>Your Kobold character has the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Strength score is reduced by 2.</p><p><strong>Age. </strong>Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.</p><p><strong>Alignment. </strong>Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.</p><p><strong>Size. </strong>Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>You can see in dim light within 60 feet 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><strong>Grovel, Cower, and Beg. </strong>As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Pack Tactics. </strong>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p><strong>Sunlight Sensitivity. </strong>You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) 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>Languages. </strong>You can speak, read, and write Common and Draconic.</p>",
            "id": 445,
            "name": "Kobold (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Orcs</h1><p>Orcs live a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, \"Gruumsh!\" is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.</p><h1>Orc Traits</h1><p>Your Orc character has the following racial traits</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.</p><p><strong>Age. </strong>Ores reach adulthood at age 12 and live up to 50 years.</p><p><strong>Alignment. </strong>Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.</p><p><strong>Size. </strong>Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Aggressive. </strong>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.</p><p><strong>Menacing. </strong>You are trained in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Orc.</p>",
            "id": 446,
            "name": "Orc (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Yuan-ti</h1><p>The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.</p><h1>Yuan-ti Traits</h1><p>Your Yuan-ti character- called a Pureblood for short - has the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age. </strong>Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.</p><p><strong>Alignment. </strong>Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.</p><p><strong>Size. </strong>Purebloods match humans in average size and weight. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>You can see in dim light within 60 feet 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><strong>Innate Spellcasting. </strong>You know the <em><a title=\"Poison Spray\" href=\"http://spell.com/Poison Spray\">poison spray</a></em> cantrip. You can cast <em><a title=\"Animal friendship\" href=\"http://spell.com/Animal friendship\">animal friendship</a></em> an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast <em><a title=\"Suggestion\" href=\"http://spell.com/Suggestion\">suggestion</a></em> with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Magic Resistance. </strong>You have advantage on saving throws against spells and other magical effects.</p><p><strong>Poison Immunity. </strong>You are immune to poison damage and the poisoned condition.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Abyssal, and Draconic.</p>",
            "id": 447,
            "name": "Yuan-ti (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<p><span class=\"fontstyle0\">Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures&rsquo; guises makes them consummate spies and criminals.<br /></span></p><p><span class=\"fontstyle0\">As a changeling, you have the following racial traits.</span></p><p><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Dexterity and Charisma scores increase by 1.<br /></span></p><p><span class=\"fontstyle2\"><strong>Size.</strong> </span><span class=\"fontstyle0\">Changelings are built much like humans, but a little leaner. Your size is Medium.<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed.</strong> </span><span class=\"fontstyle0\">Your base walking speed is 30 feet.<br /></span></p><p><span class=\"fontstyle2\"><strong>Duplicity.</strong> </span><span class=\"fontstyle0\">You gain proficiency in the Deception skill.<br /></span></p><p><span class=\"fontstyle2\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle0\">As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.</span></p><p><span class=\"fontstyle2\"><strong>Languages.</strong> </span><span class=\"fontstyle0\">You can speak, read, and write Common and two other languages of your choice.</span> </p>",
            "id": 498,
            "name": "Changeling",
            "reference": "Usergen"
        },
        {
            "full_text": "<p><span class=\"fontstyle0\">Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.<br /></span></p><p><span class=\"fontstyle0\">As a shifter, you have the following racial traits.<br /></span></p><p><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Dexterity score increases by 1.<br /></span></p><p><span class=\"fontstyle2\"><strong>Size.</strong> </span><span class=\"fontstyle0\">Shifters are about the same size as humans. Your size is Medium.<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed.</strong> </span><span class=\"fontstyle0\">Your base walking speed is 30 feet.<br /></span></p><p><span class=\"fontstyle2\"><strong>Darkvision.</strong> </span><span class=\"fontstyle0\">Your lycanthropic heritage grants you the ability to see in dark 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.<br /></span></p><p><span class=\"fontstyle2\"><strong>Shifting.</strong> </span><span class=\"fontstyle0\">On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.<br />While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.<br />You must finish a short or long rest before you can shift again.<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages.</strong> </span><span class=\"fontstyle0\">You can speak, read, and write Common and Sylvan.<br /></span></p><p><span class=\"fontstyle2\">Subrace. </span><span class=\"fontstyle0\">Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.<br /></span></p><p><span class=\"fontstyle0\"><strong>Beasthide</strong><br /></span><span class=\"fontstyle0\">As a beasthide shifter, you are especially tough and persistent in battle.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Constitution score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you gain a +1 bonus to AC.<br /></span></p><p><strong><span class=\"fontstyle0\">Cliffwalk<br /></span></strong><span class=\"fontstyle0\">Your cliffwalk heritage grants you the agility of a mountain goat.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Dexterity score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you gain a climb speed of 30 feet.<br /></span></p><p><strong><span class=\"fontstyle0\">Longstride<br /></span></strong><span class=\"fontstyle0\">Longstride shifters are fleet and elusive.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Dexterity score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you can use the Dash action as a bonus action.<br /></span></p><p><strong><span class=\"fontstyle0\">Longtooth<br /></span></strong><span class=\"fontstyle0\">As a longtooth shifter, you are a ferocious combatant.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Strength score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.<br /></span></p><p><strong><span class=\"fontstyle0\">Razorclaw<br /></span></strong><span class=\"fontstyle0\">As a razorclaw shifter, you make swift, slashing strikes in battle.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Dexterity score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.</span></p><p><strong><span class=\"fontstyle0\">Wildhunt<br /></span></strong><span class=\"fontstyle0\">Your wildhunt heritage makes you a consummate tracker and survivor.<br /></span><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Wisdom score increases by 1.<br /></span><span class=\"fontstyle2\"><strong>Shifting Feature.</strong> </span><span class=\"fontstyle0\">While shifting, you gain advantage on all Wisdom-based checks and saving throws.</span> </p>",
            "id": 499,
            "name": "Shifter",
            "reference": "Usergen"
        },
        {
            "full_text": "<p><span class=\"fontstyle0\">The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.<br /></span></p><p><span class=\"fontstyle0\">Traits<br /></span><span class=\"fontstyle0\">As a warforged, you have the following racial traits.<br /></span></p><p><span class=\"fontstyle2\"><strong>Ability Score Increase.</strong> </span><span class=\"fontstyle0\">Your Strength and Constitution scores increase by 1.<br /></span></p><p><span class=\"fontstyle2\"><strong>Size.</strong> </span><span class=\"fontstyle0\">Warforged are generally broader and heavier than humans. Your size is Medium.<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed.</strong> </span><span class=\"fontstyle0\">Your base walking speed is 30 feet.<br /></span></p><p><span class=\"fontstyle2\"><strong>Composite Plating.</strong> </span><span class=\"fontstyle0\">Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.<br /></span></p><p><span class=\"fontstyle2\"><strong>Living Construct.</strong> </span><span class=\"fontstyle0\">Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Languages.</strong> </span><span class=\"fontstyle0\">You can speak, read, and write Common and one other language of your choice.</span> </p>",
            "id": 500,
            "name": "Warforged",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1><span class=\"fontstyle0\">Minotaur (Krynn)</span></h1><hr /><p><span class=\"fontstyle0\">In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor\u2010based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world. </span></p><h2><span class=\"fontstyle0\">Arrogant Conquerors</span></h2><p><span class=\"fontstyle0\">Minotaurs embrace the notion that the weak should perish and that the strong must rule&mdash;and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs&rsquo; arrogance stems from a combination of strength, cunning, and intellect&mdash;three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals. </span></p><h2><span class=\"fontstyle0\">Trial by Combat <br /></span></h2><p><span class=\"fontstyle0\">Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor&rsquo;s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors&rsquo; grand schemes of conquest. </span></p><h2><span class=\"fontstyle0\">Honor above All <br /></span></h2><p><span class=\"fontstyle0\">For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. </span><span class=\"fontstyle0\">Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs&rsquo; virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver. </span></p><h2><span class=\"fontstyle0\">Sea Reavers <br /></span></h2><p><span class=\"fontstyle0\">In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered. </span></p><h2><span class=\"fontstyle0\">Minotaur Names </span></h2><p><span class=\"fontstyle0\">Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix &ldquo;es\u2010&rdquo; for minotaurs from lands controlled by the island of Mithas, or &ldquo;de\u2010&rdquo; for minotaurs from areas under the sway of Kothas.</span></p><p><strong><span class=\"fontstyle3\">Male Names:</span></strong><span class=\"fontstyle0\"> Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas <br /></span><strong><span class=\"fontstyle3\">Female Names:</span></strong><span class=\"fontstyle0\"> Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia <br /></span><strong><span class=\"fontstyle3\">Clan Names:</span></strong><span class=\"fontstyle0\"> Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan <br /></span></p><h2><span class=\"fontstyle0\">Minotaur Traits <br /></span></h2><p><span class=\"fontstyle0\">Your minotaur character possesses a number of traits that reflect the power and superiority of your kind. <br /></span></p><p><strong><span class=\"fontstyle4\">Ability Score Increase.</span></strong><span class=\"fontstyle0\"> Your Strength score increases by 1. <br /></span><strong><span class=\"fontstyle4\">Conqueror&rsquo;s Virtue.</span></strong><span class=\"fontstyle0\"> From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1. <br /></span><strong><span class=\"fontstyle4\">Age.</span></strong><span class=\"fontstyle0\"> Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. <br /></span><strong><span class=\"fontstyle4\">Alignment.</span></strong><span class=\"fontstyle0\"> Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil. <br /></span><strong><span class=\"fontstyle4\">Size.</span></strong><span class=\"fontstyle0\"> Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. <br /></span><strong><span class=\"fontstyle4\">Speed.</span></strong><span class=\"fontstyle0\"> Your base walking speed is 30 feet. <br /></span><strong><span class=\"fontstyle4\">Horns.</span></strong><span class=\"fontstyle0\"> You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. <br /></span><strong><span class=\"fontstyle4\">Goring Rush.</span></strong><span class=\"fontstyle0\"> When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. <br /></span><strong><span class=\"fontstyle4\">Hammering Horns.</span></strong><span class=\"fontstyle0\"> When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. <br /></span><strong><span class=\"fontstyle4\">Labyrinthine Recall.</span></strong><span class=\"fontstyle0\"> You can perfectly recall any path you have traveled. <br /></span><strong><span class=\"fontstyle4\">Sea Reaver.</span></strong><span class=\"fontstyle0\"> You gain proficiency with navigator&rsquo;s tools and vehicles (water). <br /></span><strong><span class=\"fontstyle4\">Languages.</span></strong><span class=\"fontstyle0\"> You can speak, read, and write Common. <br /></span></p><h2><span class=\"fontstyle0\">Minotaur Bonds <br /></span></h2><p><span class=\"fontstyle0\">When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background&rsquo;s bond or a bond of your creation. </span></p><h3><span class=\"fontstyle5\">d6 Bond<br /></span></h3><ol><li><span class=\"fontstyle2\">My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward.</span></li><li><span class=\"fontstyle2\">I&rsquo;m the last of my clan. If I die without achieving great deeds, the hero who is my clan&rsquo;s patron will be forgotten.</span></li><li><span class=\"fontstyle2\">I was part of a raiding party that was defeated and enslaved. I&rsquo;ve escaped and sworn revenge.</span></li><li><span class=\"fontstyle2\">I never shared my people&rsquo;s love of violence. I&rsquo;m part of a conspiracy to topple the emperor&rsquo;s violent regime.</span></li><li><span class=\"fontstyle2\">I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I&rsquo;m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest.</span></li><li><span class=\"fontstyle2\">I&rsquo;m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.</span></li></ol><h2><span class=\"fontstyle2\">Minotaurs in Your Campaign<br /></span></h2><p><span class=\"fontstyle2\">We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half\u2010orcs in the </span><span class=\"fontstyle6\">Player&rsquo;s Handbook </span><span class=\"fontstyle2\">and the goliath in our&nbsp;</span><span class=\"fontstyle6\">Elemental Evil Player&rsquo;s Companion. </span><span class=\"fontstyle2\">As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to<br />balance against the </span><span class=\"fontstyle6\">Player&rsquo;s Handbook </span><span class=\"fontstyle2\">races. Casting minotaurs as conquest\u2010minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it&rsquo;s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the eas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature&rsquo;s story that you might otherwise overlook. Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies&nbsp;provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves&rsquo; tools, or for proficiency with two tools other than thieves&rsquo; tools.</span></p>",
            "id": 501,
            "name": "Minotaur",
            "reference": "Usergen"
        },
        {
            "full_text": "<h2><strong>Tabaxi</strong></h2><p>Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.</p><p><strong>Ability Score Increase:</strong> Dex increases by 2, Cha increases by 1<br /><strong>Age:</strong> equivalent to&nbsp;<a href=\"http://class.com/Humans\">humans</a>.<br /><strong>Alignment:</strong> tend toward chaotic alignments. Very rarely are evil<br /><strong>Size:</strong> taller than humans, slender<br /><strong>Speed:</strong> walking speed is 30<br /><strong>Darkvision:</strong> 60'&nbsp;</p><p><br /><strong>Feline Agility:</strong> your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.&nbsp;<br /><strong>Cat's Claws:</strong> Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&nbsp;<br /><strong>Cat's Talent:</strong> You have proficiency in the Perception and Stealth skills.&nbsp;<br /><strong>Languages:</strong> You can speak, read, and write Common and one other language of your choice.</p><h3>WANDERING OUTCASTS</h3><p>Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.</p><h3>BARTERERS OF LORE</h3><p>Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.</p><h3>FLEETING FANCIES</h3><p>Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.</p><p><strong>TINKERS AND MINSTRELS</strong></p><p>Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up tofour young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.</p><p><strong>Tabaxi Names:</strong> Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)</p><p><strong>Tabaxi Clans:</strong> Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain</p><h3>TABAXI PERSONALITY</h3><p>A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background. The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.</p><p><strong>TABAXI OBSESSIONS</strong></p><p><strong>d8 My curiosity is currently fixed on ...</strong></p><p><strong>1</strong> A god or planar entity<br /><strong>2</strong> A monster<br /><strong>3</strong> A lost civilization<br /><strong>4</strong> A wizard's secrets<br /><strong>5</strong> A mundane item<br /><strong>6</strong> A magic item<br /><strong>7</strong> A location<br /><strong>8</strong> A legend or tale</p><p><strong>TABAXI QUIRKS</strong></p><p><strong>d10 Quirk<br /></strong>1 You miss your tropical home and complain endlessly about the freezing, weather, even in summer.<br />2 You never wear the same outfit twice, unless you absolutely must.<br />3 You have a minor phobta of water and hate getting wet.<br />4 Your tail always betrays your inner thoughts.<br />5 You purr loudfy when you are happy.<br />6 You keep a small ball of yarn in your hand, which you constantly fidget with.<br />7 You are always in debt, since you spend your gold on lavish parties and gifts for friends.<br />8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.<br />9 You are a font of random trivia from the lore and stories you have discovered.<br />10 You can't help but pocket interesting objects you come across.</p><p>&nbsp;</p>",
            "id": 534,
            "name": "Tabaxi",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Dark Elves (Drow)</h1><p>When the primal elves chose to take the forms of mortals, they were one people split by conflicting loyalty to gods who reviled each other. The schism led to a conflict that ended with Lolth retreating to the Abyss and her adherents exiled to the Underdark. This banishment enabled the victors to once again live in peace on Arvandor but did nothing to heal the rift.</p><p>The vanquished elves weren't seen or hear from again for centuries. Throughout that age of residing in the darkness, absorbing the unhealthy emanations of the Underdark, subsisting on its tainted water and food, and always beseeching their god for guidance and following her poisonous dictates, Lolths's worshipers gradually transformed into the drow: the cruel, predatory, and wicked offshoot of the elf race.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Dark Elf Traits</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 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 if you can play a drow character.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Superior Darkvision<br /></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity<br /></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<br /></strong>You know the <em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">dancing lights</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Faerie Fire\" href=\"http://spell.com/Faerie Fire\">faerie fire</a></em> spell once per day. When you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Drow Weapon Training<br /></strong>You have proficiency with rapiers, shortswords, and hand crossbows.</p><h2>The Darkness of the Drow</h2><p>Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers the despise. THeir society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.</p><p>Yet one drow, at least, broke the mold. In the world of the Forgotten realms, Drizzt Do'Urden, Ranger of the North, has proven his quality as a good-hearted defender of the weak and innocent. Rejecting his heritage and adrift in a world that looks upon him with terror and loathing, Drizzt is a model for those few drow who follow in his footsteps, trying to fins a life appart from the evil society of their underdark homes.</p><p>Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develope a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the recieving end of hatred.</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 929,
            "name": "Elf (Dark/Drow)",
            "reference": "Usergen"
        },
        {
            "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>",
            "id": 931,
            "name": "Mountain Dwarf",
            "reference": "PH"
        },
        {
            "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>",
            "id": 932,
            "name": "Wood Elf",
            "reference": "PH"
        },
        {
            "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>",
            "id": 934,
            "name": "Stout Halfling",
            "reference": "PH"
        },
        {
            "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>",
            "id": 935,
            "name": "Forest Gnome",
            "reference": "PH"
        },
        {
            "full_text": "<h1><strong>Humans</strong></h1><p>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.</p><h1><strong>Human Traits</strong></h1><p>It's hard to make generalizations about humans, but your human character has these traits.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your ability scores each increase by 1.</p><p><strong>Age<em><br /></em></strong>Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment<em><br /></em></strong>Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size<em><br /></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><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages<em><br /></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><h1>Variant Human</h1><p>If your campaign uses the optional feat rules from the <em>Player's Handbook</em>, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.</p><p><strong>Ability Score Increase</strong><br />Two different ability scores of your choice increase by 1.</p><p><strong>Skills</strong><br />You gain proficiency in one skill of your choice.</p><p><strong>Feat</strong><br />You gain one feat of your choice.</p><h2>A Broad Spectrum</h2><p>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.</p><h2>Variety in All Things</h2><p>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present&mdash;making them well suited to the adventuring life&mdash;but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.</p><h2>Everyone's Second Best Friend</h2><p>Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.</p><p><em><strong>Dwarves.</strong></em>&ldquo;They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.&rdquo;</p><p><strong><em>Elves.</em></strong>&ldquo;It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling&mdash;good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.&rdquo;</p><h2>Lasting Institutions</h2><p>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.</p><p>Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.</p><h2>Exemplars of Ambition</h2><p>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.</p><h2>Human Names and Ethnicities</h2><p>Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.</p><p>The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east&mdash;and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.</p><p>In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faer&ucirc;n. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.</p><h3>Calishite</h3><p>Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They're found primarily in southwest Faer&ucirc;n.</p><p><strong>Calishite Names:</strong>(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein</p><h3>Chondathan</h3><p>Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faer&ucirc;n, around the Inner Sea.</p><p><strong>Chondathan Names:</strong>(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag</p><h3>Damaran</h3><p>Found primarily in the northwest of Faer&ucirc;n, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.</p><p><strong>Damaran Names:</strong>(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag</p><h3>Illuskan</h3><p>Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.</p><p><strong>Illuskan Names:</strong>(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver</p><h3>Mulan</h3><p>Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.</p><p><strong>Mulan Names:</strong>(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt</p><h3>Rashemi</h3><p>Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.</p><p><strong>Rashemi Names:</strong>(Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina</p><h3>Shou</h3><p>The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faer&ucirc;n. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.</p><p><strong>Shou Names:</strong>(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan</p><h3>Tethyrian</h3><p>Widespread along the entire Sword Coast at the western edge of Faer&ucirc;n, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.</p><h3>Turami</h3><p>Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.</p><p><strong>Turami Names:</strong>(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo</p>",
            "id": 936,
            "name": "Humans",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Hill Dwarves</h1><p>Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs&mdash;these common threads unite all dwarves.</p><h2>Dwarf Traits</h2><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />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><strong>Alignment</strong><br />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><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />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><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) 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><strong>Languages</strong><br />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><h2>Hill Dwarf Traits</h2><p>As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faer&ucirc;n 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><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 1.</p><p><strong>Dwarven Toughness<br /></strong>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2><strong>Slow To Trust<br /></strong></h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names:</strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal</p><p><strong>Female Names:</strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra</p><p><strong>Clan Names:</strong>Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
            "id": 938,
            "name": "Dwarves - Hill Dwarves",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Tortles</h1><p>What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.</p><h1>Tortle Traits</h1><p>Your tortle character gains traits that enable it to cope with the perils of a savage world.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Young Tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adult-hood by the age of 15 and live an average of 50 years.</p><p><strong>Alignment. </strong>Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.</p><p><strong>Size. </strong>Tortle Adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Claws. </strong>Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Hold Breath. </strong>You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.</p><p><strong>Natural Armor. </strong>Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.</p><p><strong>Shell Defense. </strong>You can withdraw into your shell as an action. Until you emerge, you gain a + 4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.</p><p><strong>Survival Instinct. </strong>You gain proficiency in the <a title=\"Survival\" href=\"http:/skill.com/Survival\"> Survival </a> skill. Tortles have finely honed survival instincts.</p><p><strong>Language . </strong> You can speak, read, and write Common and Aquan.</p><h2>Life of a Tortle</h2><p>A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.</p><p>A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.</p><p>When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as on or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.</p><h2>Beliefs</h2><p>Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Sel&ucirc;ne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.</p><p>Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of the day. Tortles feel most at peace when one or both of these \"eyes\" are looking down on them. They become more nervous and uneasy when neither the sun nor the moon is visible to them.</p><p>Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task to be dangerous.</p><h2>Adventurers at Heart</h2><p>Tortles have a saying: \"We wear our homes on our backs.\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.</p><p>Most tortles like to see how other creatures live and discover new customs and new ways to doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native life, and a tortle can spend decades away from its native land without feeling homesick.</p><p>Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.</p><p>Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.</p><p>Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.</p><h2>Tortle Names</h2><p>Tortles prefer simple, non - gender - specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don't have surnames or family names.</p><p><strong>Names: </strong>Baku, Damu, Gar, Ura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog</p>",
            "id": 978,
            "name": "Tortle (TTP)",
            "reference": "TTP"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Baalzebub Tiefling Traits</h1><p>The crumbling realm of Maladomini is ruled by Baalzebub, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Maladomini. </strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Ray of Sickness\" href=\"http://spell.com/Ray of Sickness\">ray of sickness</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <a title=\"Crown of madness\" href=\"http://spell.com/Crown of madness\">crown of madness</a> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1675,
            "name": "Tiefling - Baalzebub (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Dispater Tiefling Traits</h1><p>The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Dis. </strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Detect Thoughts\" href=\"http://spell.com/Detect Thoughts\">detect thoughts</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1676,
            "name": "Tiefling - Dispater (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Fierna Tiefling Traits</h1><p>A master manipulator, Fierna grants tieflings tied to her forceful personalities.</p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Phlegethos. </strong>You know the <em><a title=\"friends\" href=\"http://spell.com/friends\">friends</a></em> cantrip. When you reach 3rd level, you c an cast the <em><a title=\"Charm Person\" href=\"http://spell.com/Charm Person\">charm person</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Suggestion\" href=\"http://skill.com/Suggestion\">suggestion</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1677,
            "name": "Tiefling - Fierna (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus &ndash; overlord of the Nine Hells &ndash; into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Glasya Tiefling Traits</h1><p>Glasya, Hell's criminal master mind, grants her tieflings magic that is useful for committing heists.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Malbolge. </strong>You know the <em><a title=\"Minor Illusion\" href=\"http://spell.com/Minor Illusion\">minor illusion</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1678,
            "name": "Tiefling - Glasya (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Levistus Tiefling Traits</h1><p>Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Stygia. </strong>You know the <em><a title=\"Ray of frost\" href=\"http://spell.com/Ray of frost\">ray of frost</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Armor of Agythis\" href=\"http://spell.com/Armor of Agythis\">Armor of Agythis</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1679,
            "name": "Tiefling - Levistus (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Mammon Tiefling Traits</h1><p>The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Minauros. </strong>You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Tenser's floating Disk\" href=\"http://spell.com/Tenser's floating Disk\">Tenser's floating Disk</a></em> spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the <em><a title=\"Arcane Lock\" href=\"http://spell.com/Arcane Lock\">arcane lock</a></em> spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1680,
            "name": "Tiefling - Mammon (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Mephistopheles Tiefling Traits</h1><p>In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Cania. </strong>You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip. When you reach 3rd level, you can cast the <a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">burning hands</a> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"flame Blade\" href=\"http://spell.com/flame Blade\">flame blade</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1681,
            "name": "Tiefling - Mephistopheles (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Zariel Tiefling Traits</h1><p>Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance. </strong>You have resistance to fire damage.</p><p><strong>Legacy of Avernus. </strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Searing Smite\" href=\"http://spell.com/Searing Smite\">searing smite</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Branding Smite\" href=\"http://spell.com/Branding Smite\">branding smite</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelle's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1682,
            "name": "Tiefling - Zariel (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Eladrin</h1><p>Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.</p><p>All kinds of elves live in the Feywild, but one subrace &ndash; the eladrin &ndash; has adopted it as their home. Of all the elves, eladrin are closest in form and ability to the first generation of elves. Some could pass for high elves, but most are distinctly eladrin in appearance: very slender, with hair and skin color determined by the season with which they feel the closest affinity, and their eyes often glimmer with magic.</p><h1>Eladrin Traits</h1><p>Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:</p><p><strong>Autumn</strong> is the season of peace and goodwill, when summer's harvest is shared with all.<br /><strong>Winter</strong> is the season of contemplation and dolor, when the vibrant energy of the world slumbers.<br /><strong>Spring</strong> is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.<br /><strong>Summer</strong> is the season of boldness and aggression. a time of unfettered energy.</p><p>Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Fey Step. </strong>As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:</p><ul><li><strong>Autumn. </strong>Immediately after you use your fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.</li><li><strong>Winter. </strong>When you use your fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.</li><li><strong>Spring. </strong>When you use your fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.</li><li><strong>Summer. </strong>Immediately after you use your fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).</li></ul><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Eladrin Personality</h2><p>The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.</p><p><h3>Autum</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Autumn Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>If someone is in need, you never withhold aid</td></tr><tr><td><strong>2</strong></td><td>You share what you have, with little regard for your own needs.</td></tr><tr><td><strong>3</strong></td><td>There are no simple meals, only lavish feasts.</td></tr><tr><td><strong>4</strong></td><td>You stock up on fine food and drink. You hate going without such comforts.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Autumn flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You trust others without a second thought.</td></tr><tr><td><strong>2</strong></td><td>You give to others, to the point that you leave yourself without necessary supplies</td></tr><tr><td><strong>3</strong></td><td>Everyone is your friend, or a potential friend.</td></tr><tr><td><strong>4</strong></td><td>You spend excessively on creature comforts.</td></tr></tbody></table><h3>Winter</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Winter Personality Trait. </strong></td></tr><tr><td><strong>1</strong></td><td>The worst case is the most likely to occur.</td></tr><tr><td><strong>2</strong></td><td>You preserve what you have. Better to be hungry today and have food for tomorrow.</td></tr><tr><td><strong>3</strong></td><td>Life is full of dangers, but you are ready for them.</td></tr><tr><td><strong>4</strong></td><td>A penny spent is a penny lost forever.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Winter flaw</strong></td></tr><tr><td><strong>1</strong></td><td>Everything dies eventually. Why bother building anything that is supposedly meant to last?</td></tr><tr><td><strong>2</strong></td><td>Nothing matters to you, and you allow others to <br />guide your actions.</td></tr><tr><td><strong>3</strong></td><td>Your needs come first. In winter, all must watch out for themselves.</td></tr><tr><td><strong>4</strong></td><td>You speak only to point out the flaws in others' plans.</td></tr></tbody></table><h3>Spring</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Spring Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>Every day is the greatest day of your life.</td></tr><tr><td><strong>2</strong></td><td>You approach everything with enthusiasm, even the most mundane chores</td></tr><tr><td><strong>3</strong></td><td>You love music and song. You supply a tune yourself if no one else can.</td></tr><tr><td><strong>4</strong></td><td>You can't stay still.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Spring flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You overdrink.</td></tr><tr><td><strong>2</strong></td><td>Toil is for drudges. You rs should be a life of leisure.</td></tr><tr><td><strong>3</strong></td><td>A pretty face infatuates you in an instant, but your <br />fancy passes with equal speed.</td></tr><tr><td><strong>4</strong></td><td>Anything worth doing is worth doing again and again.</td></tr></tbody></table><h3>Summer</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Summer Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>You believe that direct confrontation is the best way <br />to solve problems.</td></tr><tr><td><strong>2</strong></td><td>Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply</td></tr><tr><td><strong>3</strong></td><td>You stand tall and strong so that others can lean on <br />you.</td></tr><tr><td><strong>4</strong></td><td>You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Summer flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You are stubborn. Let others change</td></tr><tr><td><strong>2</strong></td><td>The best o pt ion is one that is swift, unexpected, and overwhelming.</td></tr><tr><td><strong>3</strong></td><td>Punch first. Talk later</td></tr><tr><td><strong>4</strong></td><td>Your fury can carry you through anything.</td></tr></tbody></table><h2>Random Height and Weight</h2><table><tbody><tr><td><strong>Subrace</strong></td><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>Eladrin</td><td>4' 6\"</td><td>90 lb</td><td> + 2 d12</td><td>&times; (1d4) lb</td></tr></tbody></table><h2>Eladrin and the Feywild<h2/><p>The Feywild exists separate from but parallel to the Material Plane. It's a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these respects, the Feywild has certain similarities to Arvandor. First-time visitors might be excused for not being sure which of the two planes they're on for a time after arriving. Unlike Arvandor, however, which is a plane of good, the Feywild leans toward neither good nor evil; both are equally prevalent and powerful there. For that reason, pars of the Feywild where evil holds sway are substantially more dangerous than any place in Arvandor.</p><p>because of their link to the primal elves, eladrin tend to be haughty around other elves. They're proud of their heritage and equally proud of their ability to thrive in the Feywild, a land full of threats that would overwhelm and destroy weaker creatures. Some eladrin trade haughtiness for a tender kindness toward their elf cousins, knowing that many elves have never felt the ecstasies of a life amid the fey and years spent near their ancient shrines and other glories created by the primal elves who first arrived in faerie. These kinder eladrin take a special pleasure in introducing their realm to others.</p><p>Eladrin culture is older than any other elven civilization, and it's also the most decadent. Most elves are impetuous to some extent, but Eladrin are known for their fickleness. Many of them change their minds on the spur of the moment without giving reasons. Their system of justice vacillates between capriciously harsh and whimsically mild, depending on the mood of the eladrin passing judgment, and eladrin are more susceptible to flattery than other elves are.<p/><p>Elves from the Material Plane who have researched eladrin culture blame these traits on the influence of the Feywild. As part of their argument, they point out that eladrin who spend a significant amount of time on the Material Plane&mdash;adventurers and scholars, primarily&mdash;still demonstrate these attitudes, but to a lesser degree.",
            "id": 1683,
            "name": "Elf - Eladrin (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>Sea Elf Traits</h1><p>Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><p><strong>Ability Score Increase</strong>. Your Constitution score increases by 1.</p><p><strong>Sea Elf Training</strong><em><strong>. </strong></em>You have proficiency with the spear, trident, light crossbow, and net.</p><p><strong>Child of the Sea</strong>. You have a swimming speed of 30 feet, and you can breathe air and water.</p><p><strong>Friend of the Sea. </strong>Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.</p><p><strong>Languages</strong><em><strong>. </strong></em>You can speak, read, and write Aquan.</p><h2>Random Height and Weight</h2><table><tbody><tr><td><strong>Subrace</strong></td><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>Sea Elf</td><td>4' 6\"</td><td>90 lb</td><td> + 2 d8</td><td>&times; (1d4) lb</td></tr></tbody></table>",
            "id": 1684,
            "name": "Elf - Sea (MTof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Shadar-Kai</h1><p>Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.</p><h1>Shadar-kai Traits</h1><p>When shadar-kai are in the Shadowfell, their bodies and faces are old and withered, displaying the full effects of the terrible magic that stripped them of their former elven beauty. To hide their visages, they often wear masks made of wood or metal, but even these coverings are melancholic in appearance. When shadar-kai are sent away from the Shadowfell to do the Raven Queen's bidding, they take on youthful features similar to those of other elves, though their skin remains deathly pale.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Necrotic Resistance. </strong>You have resistance to necrotic damage.</p><p><strong>Blessing of the Raven Queen. </strong>As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Servants of the Queen</h2><p>The shadar-kai are bound to the Raven Queen, cursed to forever serve her in the Shadowfell. They dwell in places outside the fortress of Memories, usually too terrified of the place to enter it willingly. In their communities they reenact their old rituals and ceremonies, in a pale imitation of the days when they dwelled in the life and light of their now-lost kingdom.</p><h2>Immortal Servants</h2><p>The shadar-kai know that when they die, the Raven Queen captures their souls and returns them to the Shadowfell, where they are resurrected to serve her yet again. Thus, they consider death to be a temporary condition, and many shadar-kai care little for the physical they currently inhabit.</p><p>Shadar-kai know that those who come willingly to the Raven Queens tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen's servants talk to any inquiring adventurer about the gravity of emotion, how sorrow weighs on the soul as it travels through the Shadowfell, and how best to persevere in the Raven Queen's test.</p><h2>Follow the Ravens</h2><p>When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to lead them to to where the barriers are weakest so they can slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen wishes to collect. Sometimes they are small; a spurned lover, a lost item, a betrayal. But sometimes tragedies are much greater; a murder, a war, a diabolical bargain. To bring back a trinket for their queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person's mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai capture the whole soul to bring back to the Raven Queen.</p><h2>Sediment of Memory</h2><p>Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities of lost souls. Any adventurers who travel to the Nine Hells to procure a vial of this powder will likely draw the attention of the shadar-kai., who will attempt to steal or barter for it. Adventurers might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many forms: the restoration of a lost soul, the rediscovery of missing memories, or a glimpse into the forgotten knowledge of the ancients.</p>",
            "id": 1685,
            "name": "Elf - Shadar-kai (Mtof)",
            "reference": "MTof"
        },
        {
            "full_text": "<h1>Duergar</h1><p>Duergar see themsleves as the true manifestaion of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarf gods from their souls and thus made them into the superior race.</p><p>Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any though of recapturing it is obliterated by Moradin's betraya;. The duergar lead bleak, grim lives devoid of happines or satisfaction, but they see that as their defining strength - the root of duergar pride as it were - rather than a drawback to be corrected.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they&rsquo;re considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />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><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />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><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan&rsquo;s tools of your choice: smith&rsquo;s tools, brewer&rsquo;s supplies, or mason&rsquo;s tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) 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><strong> Languages </strong><br /> 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><h1>Duergar Traits</h1><p>At the DM's discretion, you can play a duergar character. When you choose the subrace of your dwarf, you can choose duergar, using the following rules to create your character.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Strength score increases by 1.</p><p><strong>Superior Darkvision<em><br /></em></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Extra Language<em><br /></em></strong>You can speak, read, and write Undercommon.</p><p><strong>Duergar Resilience</strong><em><strong><br /></strong></em>You have advantage on saving throws against illusions and against being charmed or paralyzed.</p><p><strong>Duergar Magic</strong><em><strong><br /></strong></em>When you reach 3rd level, you can cast the <em><a title=\"Enlarge/Reduce\" href=\"http://spell.com/Enlarge/Reduce\">enlarge/reduce</a></em>spell on yourself once with this trait, using only the spell 's enlarge option. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a> </em> spell on yourself once with this trait. You don't need material components for either spell, and you can 't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.</p><p><strong> Sunlight Sensitivity </strong> <em> <strong> <br /> </strong></em> You have disadvantage on attack rolls and on Wisdom(<a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><h2>Duergar Characters</h2><p>Those duergar who become adventurers are almost invariably exiles from their society. The duergar have no patience for those who fail to conduct themselves with an appropriate amount of ambitiona and cruelty.</p><p>Any gray dwarves who leave the Underdark and take up adventuring, after having been raised among their own kind, are paranoid about possible treachery from within the party. One might insist on sleeping separately from the rest of the group, never displaying or sharing treasure, and trying to hoard treasures that can help survival, such as potions and items or spells that can allow the user to teleport to safety.</p><h2>A Dark Reflection</h2><p>Duergar society is a dark mirror of the dwarven clan. Where dwarves toil for love of industry, duergar do so out of a drive to create and own as much goods and treasure as possible. Their priests assign vocations and arrange marriages, but only to ensure that a clan continues to exist, not out of any sense of creating a legacy.</p><p>In many ways, the culture of the duergar is fundamentally hollow. For all their wars, and all the treasures they have accumulated, duergar feel no happines or satisfaction. They simply continue to exist, ever-turning cogs in an engine of destruction that is the antithesis of the dwarves' joyful cycle of creation.</p><h2>Three Rules of Conduct</h2><p>Duergar psychology, culture, and society are predicated on three principles set down by their god Laduguer. Adherence to these precepts is now enforced by Laduguers's chief lieutenant, Deep Duerra.</p><p><strong> Our Pockets Are Never Full <br /> </strong>The duergar are fueled in all their actins by two pervasive feelings: ambition that never flags and greed that can never be satisfied. Thought hey might sceme and plot at great lengths to gain treasure or prestige, success is never a casue for celebratiom. Each aquisition, once in hand, is liek a meal that quickly loses its appeal, leaving the duergar hungry for more. No matter how much wealth or power they gain, it's never enough.</p><p><strong> Our Fight is Never Done <br /> </strong>As duergar aquire treasure and prestige, they need to become even mightier to hold on to what they have. When the duergar wage war on other races, they demonstrate that the weak aren't fit to possess that which is meant for the strong. And to the duergar, no creatures are more unworthy of holding wealth than dwarves. When duergar have an opportunity to strike at dwarves, especially in their strongholds, they fight with the utmost viciousness and cunning, matching the value of the spoils to be gained with the intensity of their onslaught</p><p><strong> Our Resolve Is Never Shaken <br /> </strong>Any show of weakness is a mortal sin among the duergar, and that stricture extends to personal conduct as well as to the workings of a duergar clan. Displays of happines, contentedness, and trust are forbidden. The duergar are bound together in a rigid society, bt it is a marriage of necessity rather rhan choice. In the Underdark, they must cooperate to survive. Within their society, each individual fills a role assigned to them and must perform it to the best of their abilities</p><p>Duergar Warriors epitomize the race 's abandonment of emotion and individuality. In battle they wear heavy armor and hateful, scowling masks that hide their identities. When assembled in ranks, the duergar move forward like army ants. They are an implacable, relentless foe, marching over the corpses of their fallen comrades to press the attack.</p><h2>Duergar Names</h2><p>The naming conventions of the duergar are for the most part similar to those of their cousins, the dwarves. But, because of their years spent living within the Underdark, and their close proximity to the drow, many of the duergar's words and in turn their names now carry bits of undercommon as well.</p>",
            "id": 1686,
            "name": "Dwarf - Duergar (MToF)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Githyanki</h1><p>Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity.</p><p>Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minons.</p><h1>Gith Traits</h1><p>Your character shares the following traits with other gith.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Intelligence score increases by 1.</p><p><strong>Age</strong><em><strong><br /></strong></em>Gith reach adulthood in their late teens and live for about a century.</p><p><strong>Size</strong><em><strong><br /></strong></em>Gith are taller and leaner than humans, with most a slender 6 feet in height.</p><p><strong>Speed</strong><em><strong><br /></strong></em>Your base walking speed is 30 feet.</p><p><strong>Languages</strong><em><strong><br /></strong></em>You can speak, read, and write Common and Gith.</p><h1>Githyanki Traits</h1><p>From birth, githyanki are conditioned to fight and die for their queen. Children endure a brutal upbringing that constantly preaches devotion to Vlaakith. Each of the fortified settlments where young githyanki are trained is a combination of military accademy and cult headquarters.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Strength score increases by 2.</p><p><strong>Alignment</strong><em><strong><br /></strong></em>Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful githyanki tend toward chaos.</p><p><strong>Decadent Mastery<em><br /></em></strong>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city ofTu'narath, githyanki have bountiful time to master odd bits of knowledge.</p><p><strong>Martial Prodigy</strong><em><strong><br /></strong></em>You are proficient with light and medium armor and with shortswords, longswords, and greatswords.</p><p><strong>Githyanki Psionics</strong><br />You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip, and the hand is invisible when you cast the cantrip with this trait.<br />When you reach 3rd level, you can cast the <em><a title=\"Jump\" href=\"http://spell.com/Jump\">jump</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Misty Step\" href=\"http://spell.com/Misty Step\">misty step</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest.</p><p>Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.</p><h2>Gith and Their Endless War</h2><p>The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude . But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge . That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their sepa rate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.</p><p>The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they trave led. Ranging out from the titanic city ofTu'narath on the Astral Plane, they send raiders out to p lunder the Mate rial Plane and other worlds, bringing t reasures and slaves back to the ir ageless realm. At the same tim e, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.</p><p>The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of o r der is so strong th at they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved o ut a s tronghold for themselves on the plane of Limbo that is virtually impe rvious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy<br />illithid outposts.</p><p>If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will<br />likely remain unachieved.</p><h2>Gith Tables</h2><h3>Githyanki Names, Male</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Elirdain</td></tr><tr><td>2</td><td>Gaath</td></tr><tr><td>3</td><td>Ja'adoc</td></tr><tr><td>4</td><td>Kar'i'nas</td></tr><tr><td>5</td><td>Lykus</td></tr><tr><td>6</td><td>Quith</td></tr><tr><td>7</td><td>Ris'a'an</td></tr><tr><td>8</td><td>Tropos</td></tr><tr><td>9</td><td>Virian</td></tr><tr><td>10</td><td>Xamodas</td></tr></tbody></table><h3>Githyanki Names, Female</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Aaryl</td></tr><tr><td>2</td><td>B'noor</td></tr><tr><td>3</td><td>Fenelzi'ir</td></tr><tr><td>4</td><td>Jen'lig</td></tr><tr><td>5</td><td>Pah'zel</td></tr><tr><td>6</td><td>Quorstyl</td></tr><tr><td>7</td><td>Sirruth</td></tr><tr><td>8</td><td>Vaira</td></tr><tr><td>9</td><td>Yessune</td></tr><tr><td>10</td><td>Zar'ryth</td></tr></tbody></table><h3>Githyanki Personality Traits</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>When I'm bored I make my own excitement, and I'm<br />always bored.</td></tr><tr><td>2</td><td>I treat others as if they were animals that simply don't know any better</td></tr><tr><td>3</td><td>Violence is a spice that makes life worth living</td></tr><tr><td>4</td><td>Old age is a concept that I find fascinating. Maybe<br />someday I too will be aged.</td></tr></tbody></table><h3>Ideals</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>Fidelity. Warriors are only as good as the vows they<br />keep.</td></tr><tr><td>2</td><td>Power. The weak ru le the strong.</td></tr><tr><td>3</td><td>Duty. It is by Vlaakith's will alone that I act.</td></tr><tr><td>4</td><td>Freedom. No strong soul should be enslaved. Better<br />to die first than live as another's puppet.</td></tr></tbody></table><h3>Bonds</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>There is no greater duty than to serve the Revered<br />Queen.</td></tr><tr><td>2</td><td>Humanity thrives only because we conquered the <br />illithids. Therefore, what is theirs is ours</td></tr><tr><td>3</td><td>Without battle, life has no purpose</td></tr><tr><td>4</td><td>Life is but a spark in the dark. We all go dark, but<br />those who dare can burn bright.</td></tr></tbody></table><h3>Flaws</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>Hunger and thirst are unbearable pains to me</td></tr><tr><td>2</td><td>I can't see a non-githyanki as a real threat.</td></tr><tr><td>3</td><td>I follow orders, regardless of their implications</td></tr><tr><td>4</td><td>I start projects but never finish them</td></tr></tbody></table><h3>Random Height and Weight</h3><table><tbody><tr><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Hieght Modifer</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>5' 0\"</td><td>100 lb.</td><td>+2d12\"</td><td>x(2d4) lbs</td></tr></tbody></table>",
            "id": 1687,
            "name": "Gith - Githyanki (MToF)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Githzerai</h1><p>The githzerai were born as a race at the end of the gith's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith 's plans and her leadership. Gith was evil, the newcomers proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids.</p><p>Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers relocated their civilizatino to the plane of limbo.</p><p>Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the mind flayers. Through forays into the Material Plane and other relams, they provide stiff oppositino to their enemies' plansfor world domination.</p><h1>Gith Traits</h1><p>Your character shares the following traits with other gith.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Intelligence score increases by 1.</p><p><strong>Age</strong><em><strong><br /></strong></em>Gith reach adulthood in their late teens and live for about a century.</p><p><strong>Size</strong><em><strong><br /></strong></em>Gith are taller and leaner than humans, with most a slender 6 feet in height.</p><p><strong>Speed</strong><em><strong><br /></strong></em>Your base walking speed is 30 feet.</p><p><strong>Languages</strong><em><strong><br /></strong></em>You can speak, read, and write Common and Gith.</p><h1>Githzerai Traits</h1><p>Strong - minded philosophers and austere ascetics, the githzerai pursue lives of rigid order. Their society focuses on enhancing the potential of the mind through meditation, education, and physical tests. The most accomplished among them stand as exemplars of the githzerais 's monastic principles, but even those who perform mundane duties have a significant measure of the same mental fortitude.</p><p>In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Wisdom score increases by 2.</p><p><strong>Alignment<em><br /></em></strong>Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an<br />implacable mental discipline.</p><p><strong>Mental Discipline<em><br /></em></strong>You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.</p><p><strong>Githzerai Psionics<em><br /></em></strong>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.<br />When you reach 3 rd level, you can cast the <em><a title=\"Shield\" href=\"http://spell.com/Shield\">shield</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Detect Thoughts\" href=\"http://spell.com/Detect Thoughts\">detect thoughts</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest.</p><p>Wisdom is your spellcasting abilityforthese spells. When you cast them with this trait, they don 't require components.</p><h2>Gith and Their Endless War</h2><p>The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great leaderfor whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their sepa rate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.</p><p>The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they trave led. Ranging out from the titanic city ofTu'narath on the Astral Plane, they send raiders out to p lunder the Mate rial Plane and other worlds, bringing t reasures and slaves back to the ir ageless realm. At the same tim e, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.</p><p>The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of o r der is so strong th at they can manipulate the stuff of chaos and use it to their benefit;thus, they have carved o ut a s trongholdfor themselves on the plane of Limbo that is virtually impe rvious. Though the githzerai are pacifists by nature, they share the githyanki 's racial hatred for mind flayers, and from time to time they send out squads to destroy<br />illithid outposts.</p><p>If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other' s throats, their goal of ultimate victory over their original common enemy will<br />likely remain unachieved.</p><h2>Gith Tables</h2><h3>Githzerai Names, Male</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Dak</td></tr><tr><td>2</td><td>Duurth</td></tr><tr><td>3</td><td>Ferzth</td></tr><tr><td>4</td><td>Greth</td></tr><tr><td>5</td><td>Hurm</td></tr><tr><td>6</td><td>Kalla</td></tr><tr><td>7</td><td>Muurg</td></tr><tr><td>8</td><td>Nurm</td></tr><tr><td>9</td><td>Shrakk</td></tr><tr><td>10</td><td>Xorm</td></tr></tbody></table><h3>Githzerai Names, Female</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Adaka</td></tr><tr><td>2</td><td>Adeya</td></tr><tr><td>3</td><td>Ella</td></tr><tr><td>4</td><td>Ezhelya</td></tr><tr><td>5</td><td>Immilzin</td></tr><tr><td>6</td><td>Izera</td></tr><tr><td>7</td><td>Janara</td></tr><tr><td>8</td><td>Loraya</td></tr><tr><td>9</td><td>Uweya</td></tr><tr><td>10</td><td>Vithka</td></tr></tbody></table><h3>Githzerai Personality Traits</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>All energy must be expended to a useful end. Frivolity<br />is the first step to defeat.</td></tr><tr><td>2</td><td>Patience in all things. The first step in any venture is<br />the most treacherous.</td></tr><tr><td>3</td><td>Emotions are a trap, meant to weaken the intellect<br />and disturb the nerves. Pay them no heed.</td></tr><tr><td>4</td><td>Begin only those tasks you wi ll finish. Strike only that which you will kill.</td></tr></tbody></table><h3>Ideals</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Ideal</strong></td></tr><tr><td>1</td><td>Faith. Zerthimon shallreturn, and I will be worthy to<br />walk beside him.</td></tr><tr><td>2</td><td>Courage. The mind can master anything ifit is unfet&middot;<br />tered by fear.</td></tr><tr><td>3</td><td>Duty. My people survive only because those like me<br />place their needs above our own.</td></tr><tr><td>4</td><td>Freedom. No strong soul should be enslaved. Better<br />to die first than live as another 's puppet.</td></tr></tbody></table><h3>Bonds</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>Zerthimon provides an example of conduct that I<br />strive to duplicate</td></tr><tr><td>2</td><td>Menyar-Ag hand-picked me for my duties, and I will<br />never betray the trust he showed in me.</td></tr><tr><td>3</td><td>Vlaakith and her toadies will be defeated, if not by me then by those who fol low in my footsteps.</td></tr><tr><td>4</td><td>I will not rest until the last elder brain is destroyed.</td></tr></tbody></table><h3>Flaws</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>I see githyanki machinations behind every threat.</td></tr><tr><td>2</td><td>I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse.</td></tr><tr><td>3</td><td>I respond to even minor threats with overwhelming<br />displays of force.</td></tr><tr><td>4</td><td>The next time I laugh will be the first. The sound of merriment takes me to the edge of violence.</td></tr></tbody></table><h3>Random Height and Weight</h3><table><tbody><tr><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>4' 11\"</td><td>90 lb.</td><td>+2 d12</td><td>x (1d4) lb.</td></tr></tbody></table>",
            "id": 1688,
            "name": "Gith - Githzerai (MToF)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Gnomes</h1><p>A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.</p><h1>Rock Gnome Traits</h1><p>As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&amp;D are rock gnomes, including the tinker gnomes of the Dragonlance setting.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 1, and your Intelligence score increases by 2.</p><p><strong>Age. </strong>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment. </strong>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size. </strong>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Darkvision. </strong>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><strong>Gnome Cunning. </strong>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Artificer's Lore. </strong>Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) 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><p><strong>Tinker. </strong>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, 1 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.</p><p>When you create a device, choose one of the following options:</p><ul><li><strong><em>Clockwork Toy. </em></strong>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.</li><li><strong><em>Fire Starter. </em></strong>The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.</li><li><strong><em>Music Box. </em></strong>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.</li></ul><p><strong>Languages. </strong>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><h2>Vibrant Expression</h2><p>A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.</p><p>A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.</p><h2>Delighted Dedication</h2><p>As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.</p><p>Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.</p><p>Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.</p><h2>Bright Burrows</h2><p>Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.</p><p>Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.</p><h2><strong>Always Appreciative. </strong></h2><p>It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.</p><h2>Seeing the World</h2><p>Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.</p><h2>Gnome Names</h2><p>Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are &ldquo;stuffy&rdquo; about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.</p><p><strong>Male Names: </strong>Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, fonkin, frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook<br /><strong>Female Names: </strong>Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna<br /><strong>Clan Names: </strong>Beren, Daergel, folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen<br /><strong>Nicknames: </strong>Aleslosh, Ashhearth, Badger, Cloak, Doublelock, filchbatter, fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck</p>",
            "id": 1704,
            "name": "Gnome - Rock (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Halflings</h1><p>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.</p><h1>Lightfoot Halfling Traits</h1><p>As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.</p><p>Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age. </strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment. </strong>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size. </strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed. </strong>Your base walking speed is 25 feet.</p><p><strong>Lucky. </strong>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><p><strong>Brave. </strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness. </strong>You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Naturally Stealthy. </strong>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names: </strong>Alton, Ander, Cade, Corrin, Eldon, Errich, finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby<br /><strong>Female Names: </strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna<br /><strong>Family Names: </strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
            "id": 1706,
            "name": "Halfling - Lightfoot (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Changelings</h1><p>A changeling can shift its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it's an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat known changelings with fear and suspicion.</p><h1>Changeling Traits</h1><p>Your changeling character has the following traits.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).</p><p><strong>Age. </strong>Changelings mature slightly faster than humans but share a similar lifespan&mdash;typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.</p><p><strong>Alignment. </strong>Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil.</p><p><strong>Size. </strong>In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Change Appearance. </strong>As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.</p><p>You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.</p><p>Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (<a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>) check you make to avoid detection.</p><p><strong>Changeling Instincts. </strong>You gain proficiency with two of the following skills of your choice: <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>, <a title=\"Intimidation\" href=\"http://skill.comIntimidation\">Intimidation</a>, <a title=\"Insight\" href=\"http://skill.com/Insight\">Insight</a>, and <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a>.</p><p><strong>Unsettling Visage. </strong>When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.</p><p>Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Divergent Persona. </strong>You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.</p><p><strong>Language. </strong>You can speak, read, and write Common and two other languages of your choice.</p><h2>Hidden People</h2><p>Wherever humans can be found, there are changelings; the question is whether their presence is known.</p><p>Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the five Nations who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the Traveler.</p><p>In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?</p><h2>Masks and Personas</h2><p>In their natural form changelings are slender and pale, with colorless eyes and silver-white hair. A changeling can alter its physical appearance with a thought. While this can be used to deceive others, it is a natural form of expression for the changeling. A changeling shifts shapes the way others might change clothes. A casual shape&mdash;one created on the spur of the moment, with no depth or history&mdash;is called a mask. A mask can be used to express a mood or to serve a specific purpose and then never used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by previous users of the persona.</p><h2>Changeling Names</h2><p>A changeling might use a different name for each mask and persona and adopt new names as easily as they develop new faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-cheeks.</p><p>Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others.</p><p>Changeling Names: Bin, Cas, Dox, fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.</p>",
            "id": 1857,
            "name": "Changeling (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Kalashtar</h1><p>The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams&mdash;spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.</p><h1>Kalashtar Traits</h1><p>Your kalashtar character has the following traits.</p><p><strong>Severed from Dreams. </strong>Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the <a title=\"Dream\" href=\"http://spell.com/Dream\">dream</a> spell, but not to spells and effects that put you to sleep, like the <a title=\"Sleep\" href=\"http://spell.com/Sleep\">sleep</a> spell.</p><p><strong>Ability Score Increase. </strong>Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.</p><p><strong>Age. </strong>Kalashtar develop physically at the same rate as humans do and have similar lifespans.</p><p><strong>Alignment. </strong>The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.</p><p><strong>Size. </strong>Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Dual Mind. </strong>When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.</p><p><strong>Mental Discipline. </strong>You have resistance to psychic damage.</p><p><strong>Mind Link. </strong>You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.</p><p>As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.</p><p><strong>Psychic Glamour. </strong>Choose one of the following skills: <a title=\"Insight\" href=\"http://skill.com/Insight\">Insight</a>, <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a>, <a title=\"Performance\" href=\"http://skill.com/Performance\">Performance</a>, or <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a>. You have advantage on all ability checks you make with that skill.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Quori, and one other language of your choice.</p><h2>Bound to Spirits</h2><p>Every kalashtar has a connection to a spirit of light, shared by other members of their bloodline. Kalashtar appear human, but the spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features. The eyes of a kalashtar often glow when it is focused on a task or feeling strong emotions.</p><p>The kalashtar can't directly communicate with their quori spirits. A kalashtar might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of the linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but for some&mdash;for instance, an orphan kalashtar raised among outsiders&mdash;may know nothing of their spirit or the source of their psychic gifts.</p><p>The bond to the spirit can cause some kalashtar to display unusual quirks of behavior. You can roll or select a trait from the following table.</p><h2>Kalashtar Quirks</h2><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>1d10</th><th>Quirk</th></tr></thead><tbody><tr><td>1</td><td>You try to understand the motives and feelings of your enemies.</td></tr><tr><td>2</td><td>You prefer using telepathy over speaking aloud.</td></tr><tr><td>3</td><td>You feel a strong drive to protect the innocent.</td></tr><tr><td>4</td><td>You apply dream logic to mundane situations.</td></tr><tr><td>5</td><td>You discuss things out loud with your quori spirit.</td></tr><tr><td>6</td><td>You suppress your emotions and rely on logic.</td></tr><tr><td>7</td><td>You are strongly influenced by the emotions of those around you.</td></tr><tr><td>8</td><td>You prefer to find nonviolent solutions to problems whenever possible.</td></tr><tr><td>9</td><td>You are driven by a warrior spirit and will fight for any noble cause.</td></tr><tr><td>10</td><td>You are obsessed with Dreaming Dark conspiracies.</td></tr></tbody></table><h2>Hunted by Nightmares</h2><p>The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate the realm. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans on Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.</p><p>Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light but some among the kalashtar seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Some kalashtar grow up isolated from others, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans may use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.</p><h2>Kalashtar Names</h2><p>A kalashtar name mixes a personal prefix to the name of the quori spirit within the kalashtar. Each spirit has a gender identity, but this might not match the gender identity of the kalashtar host. A female kalashtar may have what others would consider a masculine name, because she's tied to a spirit with a masculine identity. Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.</p><p><strong>Male Quori Names: </strong>Hareth, Khad, Kosh, Melk, Tash, Ulad, Vash<br /><strong>Female Quori Names: </strong>Ashana, Ashtai, Ishara, Nari, Tana, Tari, Vakri</p><p>Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara</p>",
            "id": 1858,
            "name": "Kalashtar (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Warforged</h1><p>The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.</p><h1>Warforged Envoy Traits</h1><p>As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 1, and two different ability scores of your choice increase by 1.</p><p><strong>Age. </strong>A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.</p><p><strong>Alignment. </strong>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality&mdash;or lack thereof&mdash;of the beings with which they served.</p><p><strong>Size. </strong>Your size is Medium. Most warforged stand between 5 and 6&frac12; feet tall. Weight and build are affected by subrace.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Warforged Resilience. </strong>You were created to have remarkable fortitude, represented by the following benefits.</p><ul><li>You have advantage on saving throws against being poisoned, and you have resistance to poison damage.</li><li>You are immune to disease.</li><li>You don't need to eat, drink, or breathe.</li><li>You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.</li></ul><p><strong>Sentry's Rest. </strong>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.</p><p><strong>Specialized Design. </strong>You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.</p><p><strong>Integrated Tool. </strong>Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.</p><p><strong>Integrated Protection. </strong>Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.</p><p>You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>Mode</th><th>Prerequisite</th><th>Effect</th></tr></thead><tbody><tr><td>Darkwood Core (unarmored)</td><td>None</td><td>11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)</td></tr><tr><td>Composite Plating (armor)</td><td>Medium armor proficiency</td><td>13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.</td></tr><tr><td>Heavy Plating (armor)</td><td>Heavy armor proficiency</td><td>16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.</td></tr></tbody></table><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>Envoys: Specialized Design</h2><p>As the name implies, most warforged were built to fight in the Last War. The vast majority of warforged are juggernauts or skirmishers&mdash;soldiers and scouts who fought under the banner of one of the five Nations. Warforged envoys, however, were designed to perform other functions. As an envoy you have a skill, a tool proficiency, and a tool that's part of your body. When you make an envoy character, consider the following questions: what is your purpose? How does your skill and tool reflect that purpose? What form does your integrated tool take? If you have embedded thieves' tools, for instance, are your fingers actually lockpicks, or can you produce keys from various parts of your body? The following characters are examples of warforged with integrated tools.</p><ul><li><strong>Lute</strong> is a bard with the entertainer background; his namesake instrument folds out of his left arm.</li><li><strong>Compass Rose</strong> is a wizard with the outlander background. A keen explorer, she uses her built-in cartographer's tools to records the paths she travels.</li><li><strong>Masque</strong> is an infiltrator. A rogue with the charlatan background and an integrated disguise kit, she was built to blend in and assassinate. Cannith built six warforged of her design, and Masque has vowed to hunt down and destroy the other five.</li><li>In developing your integrated tool, remember that you must have your hands free to use it. Masque, the infiltrator mentioned above, doesn't shapeshift like a changeling; she has to manually adjust her appearance.</li></ul><h2>Living Steel and Stone</h2><p>Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement.</p><p>While they're formed from stone and steel, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.</p><h2>Warforged Personality</h2><p>The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them.</p><p>The typical warforged shows little emotion. Many warforged embrace a concrete purpose&mdash;protecting allies, completing a contract, or other pursuits&mdash;and devote themselves to this task as they once did to war. However, there are warforged who delight in exploring their feelings and their freedom. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.</p><p>The typical warforged has a muscular, sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of creatures around them.</p><h2>Quirks</h2><p>Whether due to some flaw in their creation or simple ignorance of how other creatures operate, warforged often acquire an odd personality trait or two. A warforged player can choose to roll or select a trait from the Warforged Quirks table.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>1d10</th><th>Quirk</th></tr></thead><tbody><tr><td style=\"text-align: center;\">1</td><td>You analyze (out loud) the potential threat posed by every creature you meet.</td></tr><tr><td style=\"text-align: center;\">2</td><td>You don't understand emotions and often misread emotional cues.</td></tr><tr><td style=\"text-align: center;\">3</td><td>You are fiercely protective of anyone you consider a friend.</td></tr><tr><td style=\"text-align: center;\">4</td><td>You often say the things you are thinking aloud without realizing it.</td></tr><tr><td style=\"text-align: center;\">5</td><td>You try to apply wartime tactics and discipline to every situation.</td></tr><tr><td style=\"text-align: center;\">6</td><td>You don't know how to filter your feelings and are prone to dramatic emotional outbursts.</td></tr><tr><td style=\"text-align: center;\">7</td><td>You don't understand clothing beyond its utility and assume that what a creature wears denotes its job and status.</td></tr><tr><td style=\"text-align: center;\">8</td><td>You are obsessed with your appearance, and constantly polish and buff your armor.</td></tr><tr><td style=\"text-align: center;\">9</td><td>You are deeply concerned with following proper procedures and protocols.</td></tr><tr><td style=\"text-align: center;\">10</td><td>War is the only thing that makes sense to you, and you're always looking for a fight.</td></tr></tbody></table><h2>Warforged Names</h2><p>Warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.</p><p><strong>Warforged Names: </strong>Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.</p>",
            "id": 1859,
            "name": "Warforged - Envoy (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Shifters</h1><p>Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features&mdash;a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?</p><h1>Beasthide Shifter Traits</h1><p>Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Constitution score increases by 2.</p><p><strong>Age. </strong>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.</p><p><strong>Alignment. </strong>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.</p><p><strong>Size. </strong>Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Keen Senses. </strong>You have proficiency with the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Tough. </strong>You have proficiency with the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> skill.</p><p><strong>Shifting. </strong>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.</p><p><strong>Shifting feature. </strong>Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a + 1 bonus to your AC.</p><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>The Beast Within</h2><p>Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.</p><p>This beast within is reflected by the shifter's subrace. Four subraces are especially common:</p><ul><li>Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.</li><li>Longtooth shifters typically have lupine traits and prefer to run with a pack.</li><li>Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.</li><li>Wildhunt shifters are born from any creature that tracks its prey.</li></ul><p>While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.</p><h2>Similar and Diverse</h2><p>Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.</p><p>The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.</p><h2>The Journey Yet to Come</h2><p>Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to &ldquo;always be prepared for the journey yet to come,&rdquo; and most shifters strive to be ready for change or opportunity.</p><p>Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.</p><h2>Shifter Names</h2><p>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use &ldquo;wandering names&rdquo; with strangers. These are usually tied to a physical or personality trait.</p><p>Shifter Names: Badger, Bear, Cat, fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.</p>",
            "id": 1860,
            "name": "Shifter - Beasthide (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Earth Genasi Traits</h1><p>As an earth genasi, you are descended from the cruel and greedy dao, though you aren't necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.</p><p>Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 1, and you Constitution score increases by 2.</p><p><strong>Age. </strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment. </strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size. </strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Earth Walk. </strong>You can move across difficult terrain made of earth or stone without expending extra movement.</p><p><strong>Merge with Stone. </strong>You can cast the <em><a title=\"Pass Without Trace\" href=\"http://spell.com/Pass Without Trace\">pass without trace</a></em> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Backgrounds</h2><p>Each genasi subrace has its own temperament, which might make some Backgrounds more suitable than others.</p><p>Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.</p><p>Appropriate Backgrounds for earth genasi include hermit, outlander, and soldier.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as flame, Ember, Wave, or Onyx.</p>",
            "id": 1952,
            "name": "Genasi - Earth (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Fire Genasi Traits</h1><p>As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.</p><p>Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Constitution score increases by 2.</p><p><strong>Age. </strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment. </strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size. </strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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. Your ties to the Elemental Plane of fire make your darkvision unusual: everything you see in darkness is in a shade of red.</p><p><strong>Fire Resistance. </strong>You have resistance to fire damage.</p><p><strong>Reach to the Blaze. </strong>You know the <em><a title=\"Produce flames\" href=\"http://spell.com/Produce flames\">produce flames</a></em> cantrip. Once you reach 3rd level, you can cast the <em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">burning hands</a></em> spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Backgrounds</h2><p>Each genasi subrace has its own temperament, which might make some Background more suitable than others.</p><p>Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.</p><p>Likely Backgrounds for a fire genasi include criminal, folk hero, and noble.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as flame, Ember, Wave, or Onyx.</p>",
            "id": 1953,
            "name": "Genasi - Fire (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Water Genasi Traits</h1><p>The lapping of waves, the spray of sea foam on the wind, the ocean depths&mdash;all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.</p><p>Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.</p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 1, and your Constitution score increases by 2.</p><p><strong>Age. </strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment. </strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size. </strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Acid Resistance. </strong>You have resistance to acid damage.</p><p><strong>Amphibious. </strong>You can breathe air and water.</p><p><strong>Swim. </strong>You have a swimming speed of 30 feet.</p><p><strong>Call to the Wave. </strong>You know the <em><a title=\"Shape Water\" href=\"http://spell.com/Shape Water\">shape water</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Create or Destroy Water\" href=\"http://spell.com/Create or Destroy Water\">create or destroy water</a></em> spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Backgrounds</h2><p>Each genasi subrace has its own temperament, which might make some Backgrounds more suitable than others.</p><p>Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything.</p><p>Good Backgrounds for water genasi include hermit and sailor.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as flame, Ember, Wave, or Onyx.</p>",
            "id": 1954,
            "name": "Genasi - Water (EEPC)",
            "reference": "EEPC"
        },
        {
            "full_text": "<h1>Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Scourge Aasimar Traits</h1><p>Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increase3s by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment. </strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size. </strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance. </strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands. </strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer. </strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Radiant Consumption. </strong>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Celestial</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being&mdash;usually a deva&mdash;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
            "id": 1955,
            "name": "Aasimar - Scourge (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Fallen Aasimar Traits</h1><p>An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment. </strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size. </strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance. </strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands. </strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer. </strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Necrotic Shroud. </strong>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Celestial</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being&mdash;usually a deva&mdash;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
            "id": 1959,
            "name": "Aasimar - Fallen (VGtM)",
            "reference": "VGtM"
        },
        {
            "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Abyssal Tiefling Traits</h1><p>All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 1 and your Charisma score increases by 2.</p><p><strong>Age. </strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment. </strong>Tieflings might not have an innate tendency toward evil,but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size. </strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your infernal heritage,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 w ere dim light. You can&amp;squo;t discern color in darkness,only shades of gray.</p><p><strong>Abyssal Arcana. </strong>Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level,you can cast a cantrip. When you reach 3rd level, you can also cast a 1st level spell. At 5th level, you can cast a 2nd level spell.</p><p>You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher,you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.</p><p>At the end of each long rest,you lose the cantrips and spells previously granted by this feature,even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest,roll again until you get a different result.</p><h2>Abyssal Arcana Table</h2><table><tbody><tr><td style=\"text-align: center;\"><strong>D6 </strong></td><td style=\"text-align: center;\"><strong>1st Level </strong></td><td style=\"text-align: center;\"><strong>3rd Level </strong></td><td style=\"text-align: center;\"><strong>5th Level </strong></td></tr><tr><td style=\"text-align: center;\"><strong>1 </strong></td><td style=\"text-align: center;\"><em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">Dancing Lights</a></em></td><td style=\"text-align: center;\"><em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">Burning Hands</a></em></td><td style=\"text-align: center;\"><em><a title=\"Alter Self\" href=\"http://spell.com/Alter Self\">Alter Self</a></em></td></tr><tr><td style=\"text-align: center;\"><strong>2 </strong></td><td style=\"text-align: center;\"><em><a title=\"True Strike\" href=\"http://spell.com/True Strike\">True Strike</a></em></td><td style=\"text-align: center;\"><em><a title=\"Charm Person\" href=\"http://spell.com/Charm Person\">Charm Person</a></em></td><td style=\"text-align: center;\"><em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">Darkness</a></em></td></tr><tr><td style=\"text-align: center;\"><strong>3 </strong></td><td style=\"text-align: center;\"><em><a title=\"Light\" href=\"http://spell.com/Light\">Light</a></em></td><td style=\"text-align: center;\"><em><a title=\"Magic Missile\" href=\"htpp://spell.com/Magic Missile\">Magic Missile</a></em></td><td style=\"text-align: center;\"><em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">Invisibility</a></em></td></tr><tr><td style=\"text-align: center;\"><strong>4 </strong></td><td style=\"text-align: center;\"><em><a title=\"Message\" href=\"http://spell.com/Message\">Message</a></em></td><td style=\"text-align: center;\"><em><a title=\"Cure Wounds\" href=\"http://spell.com/Cure Wounds\">Cure Wounds</a></em></td><td style=\"text-align: center;\"><em><a title=\"Levitate\" href=\"http://spell.com/Levitate\">Levitate</a></em></td></tr><tr><td style=\"text-align: center;\"><strong>5 </strong></td><td style=\"text-align: center;\"><em><a title=\"Spare the Dying\" href=\"http://spell.com/Spare the Dying\">Spare the Dying</a></em></td><td style=\"text-align: center;\"><em><a title=\"Tasha's Hideous Laughter\" href=\"http://spell.com/Tasha's Hideous Laughter\">Tasha's Hideous Laughter</a></em></td><td style=\"text-align: center;\"><em><a title=\"Mirror Image\" href=\"http://spell.com/Mirror Image\">Mirror Image</a></em></td></tr><tr><td style=\"text-align: center;\"><strong>6 </strong></td><td style=\"text-align: center;\"><em><a title=\"Prestidigitation\" href=\"http://spell.com/Prestidigitation\">Prestidigitation</a></em></td><td style=\"text-align: center;\"><em><a title=\"Thunderwave\" href=\"http://spell.com/Thunderwave\">Thunderwave</a></em></td><td style=\"text-align: center;\"><em><a title=\"Spider Climb\" href=\"http://spell.com/Spider Climb\">Spider Climb</a></em></td></tr></tbody></table><p><strong>Abyssal fortitude. </strong>Your hit point maximum increases by half your level (minimum 1).</p><p><strong>Languages. </strong>You can speak, read, and write Common and Abyssal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns like a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white,silver, or gold - with no visible sclera or pupil. Their skin tones cover the full range of human color variation, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through the generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai<br /><strong>Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta<br />&ldquo;Virtue&rdquo; Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
            "id": 1981,
            "name": "Tiefling - Abyssal (UA TBOM)",
            "reference": "UA TBOM"
        },
        {
            "full_text": "<h1>Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>High Elf Traits</h1><p>As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&amp;D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. The Qualinesti of Dragonlance, and the moon elves of the forgotten Realms) are more common and more friendly, and often encountered among humans and other races.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the nights, 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 w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance. </strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Elvish, and one language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoire.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names: </strong>Ara, Bryn, Del, Eryn, faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names: </strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis<br /><strong>Female Adult Names: </strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia<br /><strong>Family Names: (Common Translations): </strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
            "id": 2015,
            "name": "Elf - High (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Shifters</h1><p>Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features&mdash;a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?</p><h1>Longtooth Shifter Traits</h1><p>Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Dexterity score increases by 1.</p><p><strong>Age. </strong>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.</p><p><strong>Alignment. </strong>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.</p><p><strong>Size. </strong>Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Keen Senses. </strong>You have proficiency with the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fierce. </strong>You have proficiency with the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Shifting. </strong>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.</p><p><strong>Shifting feature. </strong>While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>The Beast Within</h2><p>Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.</p><p>This beast within is reflected by the shifter's subrace. Four subraces are especially common:</p><ul><li>Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.</li><li>Longtooth shifters typically have lupine traits and prefer to run with a pack.</li><li>Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.</li><li>Wildhunt shifters are born from any creature that tracks its prey.</li></ul><p>While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.</p><h2>Similar and Diverse</h2><p>Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.</p><p>The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.</p><h2>The Journey Yet to Come</h2><p>Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to &ldquo;always be prepared for the journey yet to come,&rdquo; and most shifters strive to be ready for change or opportunity.</p><p>Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.</p><h2>Shifter Names</h2><p>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use &ldquo;wandering names&rdquo; with strangers. These are usually tied to a physical or personality trait.</p><p>Shifter Names: Badger, Bear, Cat, fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.</p>",
            "id": 2041,
            "name": "Shifter - Longtooth (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Shifters</h1><p>Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features&mdash;a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?</p><h1>Swiftstride Shifter Traits</h1><p>Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age. </strong>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.</p><p><strong>Alignment. </strong>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.</p><p><strong>Size. </strong>Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Keen Senses. </strong>You have proficiency with the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Graceful. </strong>You have proficiency with the <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a> skill.</p><p><strong>Shifting. </strong>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.</p><p>Once you shift, you can't do so again until you finish a short or long rest.</p><p><strong>Shifting feature. </strong>While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.</p><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>The Beast Within</h2><p>Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.</p><p>This beast within is reflected by the shifter's subrace. Four subraces are especially common:</p><ul><li>Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.</li><li>Longtooth shifters typically have lupine traits and prefer to run with a pack.</li><li>Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.</li><li>Wildhunt shifters are born from any creature that tracks its prey.</li></ul><p>While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.</p><h2>Similar and Diverse</h2><p>Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.</p><p>The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.</p><h2>The Journey Yet to Come</h2><p>Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to &ldquo;always be prepared for the journey yet to come,&rdquo; and most shifters strive to be ready for change or opportunity.</p><p>Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.</p><h2>Shifter Names</h2><p>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use &ldquo;wandering names&rdquo; with strangers. These are usually tied to a physical or personality trait.</p><p>Shifter Names: Badger, Bear, Cat, fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.</p>",
            "id": 2042,
            "name": "Shifter - Swifstride (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Shifters</h1><p>Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features&mdash;a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?</p><h1>Wildhunt Shifter Traits</h1><p>Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1, and your Wisdom score increases by 2.</p><p><strong>Age. </strong>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.</p><p><strong>Alignment. </strong>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.</p><p><strong>Size. </strong>Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Keen Senses. </strong>You have proficiency with the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><strong>Natural Tracker. </strong>You have proficiency with the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</p><p><strong>Shifting. </strong>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.</p><p>Once you shift, you can't do so again until you finish a short or long rest.</p><p><p><strong>Mark the Scent. </strong>As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.</p><p><strong>Shifting feature. </strong>While shifted, you have advantage on Wisdom checks.</p><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>The Beast Within</h2><p>Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.</p><p>This beast within is reflected by the shifter's subrace. Four subraces are especially common:</p><ul><li>Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.</li><li>Longtooth shifters typically have lupine traits and prefer to run with a pack.</li><li>Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.</li><li>Wildhunt shifters are born from any creature that tracks its prey.</li></ul><p>While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.</p><h2>Similar and Diverse</h2><p>Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.</p><p>The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.</p><h2>The Journey Yet to Come</h2><p>Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to &ldquo;always be prepared for the journey yet to come,&rdquo; and most shifters strive to be ready for change or opportunity.</p><p>Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.</p><h2>Shifter Names</h2><p>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use &ldquo;wandering names&rdquo; with strangers. These are usually tied to a physical or personality trait.</p><p>Shifter Names: Badger, Bear, Cat, fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.</p>",
            "id": 2043,
            "name": "Shifter - Wildhunt (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Warforged</h1><p>The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.</p><h1>Warforged Juggernaut Traits</h1><p>You're an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.</p><p><strong>Alignment. </strong>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality&mdash;or lack thereof&mdash;of the beings with which they served.</p><p><strong>Size. </strong>Your size is Medium. Most warforged stand between 5 and 6&frac12; feet tall. Weight and build are affected by subrace.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Warforged Resilience. </strong>You were created to have remarkable fortitude, represented by the following benefits.</p><ul><li>You have advantage on saving throws against being poisoned, and you have resistance to poison damage.</li><li>You are immune to disease.</li><li>You don't need to eat, drink, or breathe.</li><li>You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.</li></ul><p><strong>Sentry's Rest. </strong>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.</p><p><strong>Iron fists. </strong>When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Integrated Protection. </strong>Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.</p><p>You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>Mode</th><th>Prerequisite</th><th>Effect</th></tr></thead><tbody><tr><td>Darkwood Core (unarmored)</td><td>None</td><td>11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)</td></tr><tr><td>Composite Plating (armor)</td><td>Medium armor proficiency</td><td>13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.</td></tr><tr><td>Heavy Plating (armor)</td><td>Heavy armor proficiency</td><td>16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.</td></tr></tbody></table><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>Living Steel and Stone</h2><p>Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement.</p><p>While they're formed from stone and steel, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.</p><h2>Warforged Personality</h2><p>The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them.</p><p>The typical warforged shows little emotion. Many warforged embrace a concrete purpose&mdash;protecting allies, completing a contract, or other pursuits&mdash;and devote themselves to this task as they once did to war. However, there are warforged who delight in exploring their feelings and their freedom. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.</p><p>The typical warforged has a muscular, sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of creatures around them.</p><h2>Quirks</h2><p>Whether due to some flaw in their creation or simple ignorance of how other creatures operate, warforged often acquire an odd personality trait or two. A warforged player can choose to roll or select a trait from the Warforged Quirks table.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>1d10</th><th>Quirk</th></tr></thead><tbody><tr><td style=\"text-align: center;\">1</td><td>You analyze (out loud) the potential threat posed by every creature you meet.</td></tr><tr><td style=\"text-align: center;\">2</td><td>You don't understand emotions and often misread emotional cues.</td></tr><tr><td style=\"text-align: center;\">3</td><td>You are fiercely protective of anyone you consider a friend.</td></tr><tr><td style=\"text-align: center;\">4</td><td>You often say the things you are thinking aloud without realizing it.</td></tr><tr><td style=\"text-align: center;\">5</td><td>You try to apply wartime tactics and discipline to every situation.</td></tr><tr><td style=\"text-align: center;\">6</td><td>You don't know how to filter your feelings and are prone to dramatic emotional outbursts.</td></tr><tr><td style=\"text-align: center;\">7</td><td>You don't understand clothing beyond its utility and assume that what a creature wears denotes its job and status.</td></tr><tr><td style=\"text-align: center;\">8</td><td>You are obsessed with your appearance, and constantly polish and buff your armor.</td></tr><tr><td style=\"text-align: center;\">9</td><td>You are deeply concerned with following proper procedures and protocols.</td></tr><tr><td style=\"text-align: center;\">10</td><td>War is the only thing that makes sense to you, and you're always looking for a fight.</td></tr></tbody></table><h2>Warforged Names</h2><p>Warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.</p><p><strong>Warforged Names: </strong>Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.</p>",
            "id": 2045,
            "name": "Warforged - Juggernaut (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Warforged</h1><p>The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.</p><h1>Warforged Scout Traits</h1><p>You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age. </strong>A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.</p><p><strong>Alignment. </strong>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality&mdash;or lack thereof&mdash;of the beings with which they served.</p><p><strong>Size. </strong>Your size is Medium. Most warforged stand between 5 and 6&frac12; feet tall. Weight and build are affected by subrace.</p><p><strong>Speed. </strong>Your base walking speed is 35 feet.</p><p><strong>Warforged Resilience. </strong>You were created to have remarkable fortitude, represented by the following benefits.</p><ul><li>You have advantage on saving throws against being poisoned, and you have resistance to poison damage.</li><li>You are immune to disease.</li><li>You don't need to eat, drink, or breathe.</li><li>You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.</li></ul><p><strong>Sentry's Rest. </strong>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.</p><p><strong>Light Step. </strong>When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.</p><p><strong>Integrated Protection. </strong>Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.</p><p>You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>Mode</th><th>Prerequisite</th><th>Effect</th></tr></thead><tbody><tr><td>Darkwood Core (unarmored)</td><td>None</td><td>11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)</td></tr><tr><td>Composite Plating (armor)</td><td>Medium armor proficiency</td><td>13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.</td></tr><tr><td>Heavy Plating (armor)</td><td>Heavy armor proficiency</td><td>16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.</td></tr></tbody></table><p><strong>Languages. </strong>You can speak, read, and write Common.</p><h2>Living Steel and Stone</h2><p>Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement.</p><p>While they're formed from stone and steel, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.</p><h2>Warforged Personality</h2><p>The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them.</p><p>The typical warforged shows little emotion. Many warforged embrace a concrete purpose&mdash;protecting allies, completing a contract, or other pursuits&mdash;and devote themselves to this task as they once did to war. However, there are warforged who delight in exploring their feelings and their freedom. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.</p><p>The typical warforged has a muscular, sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of creatures around them.</p><h2>Quirks</h2><p>Whether due to some flaw in their creation or simple ignorance of how other creatures operate, warforged often acquire an odd personality trait or two. A warforged player can choose to roll or select a trait from the Warforged Quirks table.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><thead><tr><th>1d10</th><th>Quirk</th></tr></thead><tbody><tr><td style=\"text-align: center;\">1</td><td>You analyze (out loud) the potential threat posed by every creature you meet.</td></tr><tr><td style=\"text-align: center;\">2</td><td>You don't understand emotions and often misread emotional cues.</td></tr><tr><td style=\"text-align: center;\">3</td><td>You are fiercely protective of anyone you consider a friend.</td></tr><tr><td style=\"text-align: center;\">4</td><td>You often say the things you are thinking aloud without realizing it.</td></tr><tr><td style=\"text-align: center;\">5</td><td>You try to apply wartime tactics and discipline to every situation.</td></tr><tr><td style=\"text-align: center;\">6</td><td>You don't know how to filter your feelings and are prone to dramatic emotional outbursts.</td></tr><tr><td style=\"text-align: center;\">7</td><td>You don't understand clothing beyond its utility and assume that what a creature wears denotes its job and status.</td></tr><tr><td style=\"text-align: center;\">8</td><td>You are obsessed with your appearance, and constantly polish and buff your armor.</td></tr><tr><td style=\"text-align: center;\">9</td><td>You are deeply concerned with following proper procedures and protocols.</td></tr><tr><td style=\"text-align: center;\">10</td><td>War is the only thing that makes sense to you, and you're always looking for a fight.</td></tr></tbody></table><h2>Warforged Names</h2><p>Warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.</p><p><strong>Warforged Names: </strong>Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.</p>",
            "id": 2046,
            "name": "Warforged - Scout (WGtE)",
            "reference": "WGtE"
        },
        {
            "full_text": "<h1>Minotaurs</h1><p>The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.</p><h1>Minotaur Traits</h1><p>The following traits are shared by player characters who are minotaurs.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Alignment. </strong>Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.</p><p><strong>Size. </strong>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Horns. </strong>Your horns are natural melee weapons, which you can use to make unarmed strikes, If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal damage for an unarmed strike.</p><p><strong>Goring Rush. </strong>Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.</p><p><strong>Hammering Horns. </strong>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.</p><p><strong>Imposing Presence. </strong>You have proficiency in one of the following skills of your choice: <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> or <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a>.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Minotaur.</p><h2>Horns and Hooves</h2><p>Minotaurs are barrel&ndash;chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily 3 times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.</p><p>Manes of shaggy fur extend down minotaur's necks and powerful backs, and males have long tufts of fur on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming&ndash;of&ndash;age ceremony; they find the heavy armor of the Boros Legion much more comfortable without a long tail in the way.</p><h2>Strength and Zeal</h2><p>Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.</p><p>Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.</p><h2>Family and Guild</h2><p>Minotaur legends describe a small pantheon of heroes&mdash;perhaps they were once thought of as gods&mdash;who established the minotaur's place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said tho have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between Boros and the Gruul, with a significant number in the Rakdos as well).</p><p>Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion Kamen fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.</p><h2><strong>Minotaur Names</strong></h2><p>The legends that recount the deeds of ancient minotaur heros are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the loves of the heroes. Almost every minotaur name is drawn from a long list of minor characters of legend, so that those folk are never forgotten.<p><strong>Male Names: </strong>Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem<br /><strong>Female Names: </strong>Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka",
            "id": 2050,
            "name": "Minotaur (GGtR)",
            "reference": "GGtR"
        },
        {
            "full_text": "<h1>Centaurs</h1><p>In the sprawling city of Ravnica, where &ldquo;open road&rdquo; seems like a contradiction and &ldquo;open plain&rdquo; is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run&mdash;in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to as stop.</p><h1>Centaur Traits</h1><p>Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non&ndash;fey centaurs that roam in some realms.</p><p><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Centaurs mature and age at about the same rate as humans.</p><p><strong>Alignment. </strong>Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typicallyu chaotic neutral.</p><p><strong>Size. </strong>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is medium.</p><p><strong>Speed. </strong>Your base walking speed is 40 feet.</p><p><strong>Fey. </strong>Your creature type is fey, rather than humanoid.</p><p><strong>Charge. </strong>If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.</p><p><strong>Hooves. </strong>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Equine Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.</p><p><strong>Survivor. </strong>You have proficiency in one of the following skills of your choice: <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a title=\"Medicine\" href=\"http://skill.com/Medicine\">Medicine</a>, <a title=\"Nature\" href=\"http://skill.com/Nature\">Nature</a>, or <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.</p><h2>Nature's Cavalry</h2><p>Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration&mdash;from various shades of chestnut or bay to dappled or even zebra&ndash;like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.<p>The upper bodies of centaurs are comparable to human torsos in size, and their lower bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.</p></p><h2>Affinity for Nature</h2><p>Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.</p><p>Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and Selesnya there are voices of memory and history,  preserving the old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse&ndash;like bodies, and delight in the feeling of running alongside herds and packs of other beasts.</p><h2>Clans and Community</h2><p>Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities and the guild as a whole. Their love of history and tradition also menas that centaurs are more likely than other Ravnicans to join the same guild that their parents did.</p><h2>Centaur Names</h2><p>Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory&mdash;and, the centaurs believe, some shard of the spirit&mdash;of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.</p><p><strong>Male Names: </strong>Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog<br /><strong>Female Names: </strong>Daiva, Dunja, Elnaya, Galisnya, Irunya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria",
            "id": 2051,
            "name": "Centaur (GGtR)",
            "reference": "GGtR"
        },
        {
            "full_text": "<h1>Loxodons</h1><p>Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are holy terrors&mdash;bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction &mdash; are tremendous assets to their guilds.</p><h1>Loxodon Traits</h1><p>Your loxodon character has the following racial traits.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.</p><p><strong>Alignment. </strong>Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.</p><p><strong>Size. </strong>Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.</p><p><strong>Powerful Build. </strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Loxodon Serenity. </strong>You have advantage on saving throws against being charmed or frightened.</p><p><strong>Natural Armor. </strong>You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.</p><p><strong>Trunk. </strong>You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do one of the following simple tasks: lift, drop, hold, push, or pull an object or creature; open or close a door or container; grapple someone, or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.<p>Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.</p></p><p><strong>Keen Smell. </strong>Thanks to your sensitive trunk, you have advantage on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>), Wisdom (<a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a>), and Intelligence (<a title=\"Investigation\" href=\"http://skill.com/Investigation\">Investigation</a>) checks that rely on smell.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Loxodon.</p><h2>Lumbering Giants</h2><p>Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads&mdash;trunks, tusks, ears, and faces&mdash;of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands have four thick digits, and their feet are the flat, oval&ndash;shaped feet of elephants.</p><p>Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.</p><h2>Gifted Stoneworkers</h2><p>Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when it comes to imparting that knowledge to others. Among the Selesnya, it primarily falls to the loxodons to build the guild's magnificent, cathedral-like arboretum structures.</p><h2>Relentlessly Loyal</h2><p>Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.</p><p>Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.</p><p>The primary difference among loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it&mdash;everything valuable, all meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group.</p><h2>Loxodon Names</h2><p>A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non&ndash;loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.</p><p><strong>Male Names: </strong>Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool<br /><strong>Female Names: </strong>Ajj, Boja, Dancu, Dooja, Elyuja, fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja</p>",
            "id": 2052,
            "name": "Loxodon (GGtR)",
            "reference": "GGtR"
        },
        {
            "full_text": "<h1>Simic Hybrids</h1><p>The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper&ndash;evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.</p><h1>Simic Hybrid Traits</h1><p>Your hybrid character has the following racial traits</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2, and one other ability score of your choice increases by 1.</p><p><strong>Age. </strong>Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum lifespans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.</p><p><strong>Alignment. </strong>Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.</p><p><strong>Size. </strong>Your size is Medium, within the normal range of your humanoid base race.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>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><strong>Languages. </strong>You can speak, read, and write Common and your choice of Elvish or Vedalken.</p><p><strong>Animal Enhancement. </strong>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.</p><p>At 1st level, choose one of the following options:</p><ul><li><strong>Manta Glide. </strong>You have ray&ndash;like fins that you can use as wings to slow your fall and allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.</li><li><strong>Nimble Climber. </strong>You have a climbing speed equal to your walking speed.</li><li><strong>Underwater Adaptation. </strong>You can breathe air and water, and you have a swimming speed equal to your walking speed.</li></ul><p>At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:</p><ul><li><strong>Grappling Appendages.</strong> You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with is, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.</li><li><strong>Carapace.</strong> Your skin in places is covered by a thick shell. You gain a + 1 bonus to AC when you're not wearing heavy armor.</li><li><strong>Acid Spit.</strong> As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</li></ul><h2>Extensive Adaptation</h2><p>A hybrid&rsquo's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark&ndash;like maws filled with sharp teeth.</p><p>Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy.</p><h2>Simic Hybrid Names</h2><p>A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation&mdash;a name chosen personally or by those who transformed them.</p>",
            "id": 2053,
            "name": "Simic Hybrid (GGtR)",
            "reference": "GGtR"
        },
        {
            "full_text": "<h1>Vedalken</h1><p><em> &ldquo;Of course it&rsquo;s \u00ef\u00ac\u201aawed. Everything is. And it&rsquo;s a good </em><em>thing, too! Can you imagine how dreadful it would be if everything was already perfect?&rdquo;</em></p><p>Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect&mdash; and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult&mdash;which leads vedalken to note \u00ef\u00ac\u201aaws and problems with an enthusiasm that members of other races sometimes fnd exasperating.</p><p>This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It&rsquo;s not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.</p><p>As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don&rsquo;t particularly interest vedalken, either as a conversational topic or a feld of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, &ldquo;I&rsquo;m feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.&rdquo; But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.</p><h2>Vedalken Politics</h2><p>Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate&rsquo;s citizens. For that reason, though vedalken are found both among the offcials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races.</p><h1>Vedalken Traits</h1><p>Your vedalken character has certain characteristics in common with all other vedalken.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2 and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment</strong><br />Vedalken are most often lawful and rarely evil.</p><p><strong>Size</strong><br />Vedalken are taller than humans but more slender. They average 6 to 6&frac12; feet tall, but usually weigh less than 200 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Vedalken Cunning</strong><br />You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Aether Lore</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to magic items or aether-powered technological devices, you can add twice your profciency bonus, instead of any profciency bonus you normally apply.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.</p><h2>Cool Rationality</h2><p>Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.</p><p>As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn&rsquo;t fair &mdash; they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction.</p><h2>Reasoning toward Perfection</h2><p>Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.</p><p>Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws.</p><h2>Vedalken Names</h2><p>Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.</p><p><strong>Male Names:</strong> Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz</p><p><strong>Female Names:</strong> Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol</p>",
            "id": 2054,
            "name": "Kaladesh - Vedalken (PSK)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Grungs</h1><p>Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.</p><p><em>Disclaimer: Outside of a certain surrogate character, this document in no way makes grung a legal, playable race in the D&amp;D Adventurers League, or any other campaign where the Dungeon Master hates amphibians with an excess of apostrophes in their names&hellip; and yes if you&rsquo;re not immune to poison and you must touch the grung to heal it&hellip; you get to make a saving throw.</em></p><h1>Grung Traits</h1><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2 and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Grungs mature to adulthood in a single year, but have been known to live up to 50 years.</p><p><strong>Alignment</strong><br />Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.</p><p><strong>Arboreal Alertness</strong><br />You have proficiency in the Perception skill.</p><p><strong>Size</strong><br />Grungs stand between 2-1/2 and 3-1/2 feet tall and average about 30 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.</p><p><strong>Amphibious</strong><br />You can breathe air and water.</p><p><strong>Poison Immunity</strong><br />You&rsquo;re immune to poison damage and the poisoned condition.</p><p><strong>Poisonous Skin</strong><br />Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p>You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.</p><p><strong>Standing Leap</strong><br />Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.</p><p><strong>Water Dependency</strong><br />If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.</p><p><strong>Languages</strong><br />You can speak, read, and write Grung.</p><h2>Grung Society</h2><p>Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.</p><p>All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.</p><p>Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.</p><p>A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.</p>",
            "id": 2056,
            "name": "Grung (OGA)",
            "reference": "OGA"
        },
        {
            "full_text": "<h1>Elves</h1><p>Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop villages seem to regrow almost as soon as they are destroyed&mdash;much like the Murasan jungles where they are found.</p><p>Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.</p><h1>Elf Traits</h1><p>Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment. Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks.</p></p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 2.</p><p><strong>Age. </strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment. </strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</p><p><strong>Size. </strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses. </strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry. </strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</p><p><strong>Subrace. </strong>Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.</p><h2>Tajuru Nation</h2><p>The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by 1.</p><p><strong>Skill Versatility. </strong>You gain proficiency in any combination of two skills or tools of your choice.</p><h2>Joraga Nation</h2><p>The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar&mdash;or even for other elves. The survival of their nation and its traditions is the Joraga elves' only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans' aggressive exterior.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 1.</p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of foot. </strong>Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild. </strong>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><h2>Mul Daya Nation</h2><p>Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.</p><p><strong>Ability Score Increase. </strong>Your Strength 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 (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) 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>Mul Daya Magic. </strong>You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.</p><p><strong>Elf Weapon Training. </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p>",
            "id": 2067,
            "name": "Elf (Zendikar)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Goblins</h1><p>Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status&mdash;for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.</p><p>Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.</p><h1>Goblin Traits</h1><p>A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.</p><p>This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called &ldquo;grit.&rdquo; The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.</p><p><strong>Ability Score Increase. </strong>Your Constitution score increases by 2.</p><p><strong>Age. </strong>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.</p><p><strong>Alignment. </strong>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.</p><p><strong>Size. </strong>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.Speed. Your base walking speed is 25 feet.</p><p><strong>Darkvision. </strong>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><strong>Grit. </strong>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Goblin.</p><p><strong>Tribe. </strong>Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.</p><h2>Grotag Tribe</h2><p>Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits&mdash;though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest&mdash;usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.</p><p><strong>Grotag Tamer. </strong>You have proficiency in the <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a> skill.</p><h2>Lavastep Tribe</h2><p>The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.</p><p><strong>Lavastep Grit. </strong>You have advantage on Dexterity (<a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>) checks made to hide in rocky or subterranean environments.</p><h2>Tuktuk Tribe</h2><p>Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.</p><p><strong>Tuktuk Cunning. </strong>You have proficiency with thieves' tools.</p>",
            "id": 2068,
            "name": "Goblin (Zendikar)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Merfolk</h1><p>Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation.</p><p>In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race&mdash;and the world&mdash;far outweigh any ancient conflicts between creeds.</p><p>Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.</p><h2>Born of the Sea</h2><p>Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones</p><p>Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.</p><h1>Merfolk Traits</h1><p>Your merfolk character has a number of traits in common with other members of this race.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by 1.</p><p><strong>Age. </strong>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.</p><p><strong>Alignment. </strong>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.</p><p><strong>Size. </strong>Merfolk are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.</p><p><strong>Amphibious. </strong>You can breathe air and water.</p><p><strong>Languages. </strong>You can speak, read, and write Common, Merfolk, and one extra language of your choice.</p><p><strong>Creeds. </strong>The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn't born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren't hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.</p><h2>Emeria (Wind) Creed</h2><p>Merfolk who followed Emeria's creed seek wisdom and truth in the Wind Realm, exploring the mystical forces&mdash;rather than natural causes&mdash;behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.</p><p><strong>Ability Score Increase. </strong>Your Wisdom score increases by 2.</p><p><strong>Wind Creed Manipulation. </strong>You have proficiency in the <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a> and <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a> skills.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><h2>Ula (Water) Creed</h2><p>Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 2.</p><p><strong>Water Creed Navigation. </strong>You have proficiency with navigator's tools and in the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><h2>Cosi Creed</h2><p>No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.</p><p><strong>Ability Score Increase. </strong>Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.</p><p><strong>Creed of the Trickster. </strong>You have proficiency in the <a title=\"Sleight of Hand\" href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a> and <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skills.</p><p><strong>Cantrip. </strong>You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.</p>",
            "id": 2069,
            "name": "Merfolk (Zendikar)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Vampires</h1><p>Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures&mdash;an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.</p><p>Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.</p><h2>Between the Living and the Dead</h2><p>The vampires of Zendikar are not undead. Rather, heir unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.</p><p>Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.</p><h1>Vampire Traits</h1><p>Your vampire character has the following traits as a result of the unique origins of your kind.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age. </strong>Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.</p><p><strong>Alignment. </strong>Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.</p><p><strong>Size. </strong>Vampires are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>Thanks to your heritage, 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><strong>Vampiric Resistance. </strong>You have resistance to necrotic damage.</p><p><strong>Blood Thirst. </strong>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see &ldquo;A Zendikar Bestiary&rdquo;).</p><p><strong>Languages. </strong>You can speak, read, and write Common and Vampire.</p>",
            "id": 2070,
            "name": "Vampire (Zendikar)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Kor</h1><p>Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.</p><p>Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.</p><h2>Slender and Silent</h2><p>Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.</p><p>The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.</p><h1>Kor Traits</h1><p>Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.</p><p><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Kor mature at the same rate as humans and live about as long.</p><p><strong>Alignment. </strong>Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.</p><p><strong>Size. </strong>Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.</p><p><strong>Kor Climbing. </strong>You have proficiency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> and <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a> skills.</p><p><strong>Lucky. </strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave. </strong>You have advantage on saving throws against being frightened.</p><p><strong>Languages. </strong>You can speak, read, and write Common, and communicate in the silent speech of the kor.</p>",
            "id": 2071,
            "name": "Kor (Zendikar)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Zendikar Humans</h1><p>Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a signifcant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.</p><h1>Human Traits</h1><p>A human character has the traits described for humans in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age<br /></strong>Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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><strong>Speed</strong><br />Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.</p><h2>Life on the Frontiers</h2><p>Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans.</p><h2>Civilized Humanity</h2><p>Despite the harshness of life on Zendikar, human civilization \u00ef\u00ac\u201aourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir&mdash;which has been in ruins since the emergence of the Eldrazi.</p><h3><em>The Expeditionary Houses</em></h3><p>In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their frst expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other&rsquo;s expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies.</p>",
            "id": 2072,
            "name": "Zendikar - Human (PSZ)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Aetherborn</h1><p><em> &ldquo;A day not spent indulging the senses is a day wasted.&rdquo;</em></p><p>When the events of a lifetime are compressed down to almost nothing, each \u00ef\u00ac\u201aeeting moment must be savored&mdash;drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years&mdash;or sometimes only a few months&mdash;to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given. Aetherborn come into being spontaneously as part of the aether refnement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refnement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person&rsquo;s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.</p><h1>Aetherborn Traits</h1><p>Your aetherborn character has certain traits deriving from your unusual nature.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.</p><p><strong>Age</strong><br />Aetherborn come into being as adults and live no more than a few years.</p><p><strong>Alignment</strong><br />As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.</p><p><strong>Size</strong><br />Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light&mdash;only about 100 pounds&mdash;and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />Accustomed to the night, 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><p><strong>Born of Aether</strong><br />You have resistance to necrotic damage.</p><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and two other languages of your choice.</p><h2>Aetherborn and Gender</h2><p>Aetherborn are a strange living by-product of the process of aether refnement, cast in humanoid form but lacking any of the biological qualities of other races. They don&rsquo;t eat or sleep, and they don&rsquo;t reproduce&mdash;nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun &ldquo;they&rdquo; to refer to them, since it doesn&rsquo;t attribute a gender that they don&rsquo;t possess. Only a relative few prefer &ldquo;he&rdquo; or &ldquo;she,&rdquo; having chosen to adopt a gender.</p><h2>Aetherborn Politics</h2><p>The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn&rsquo;t exist without the Consulate&rsquo;s aether refning operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs.</p><h2>Gift of the Aetherborn</h2><p>An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence&mdash;by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this &ldquo;gift&rdquo; have become a small minority among an already small population.</p><p>A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.</p><p>For many aetherborn, living as they do for indulgence and instant gratifcation, the concepts of &ldquo;want&rdquo; and &ldquo;need&rdquo; are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.</p><p>At the DM&rsquo;s option, an aetherborn character can research methods of achieving this dark &ldquo;gift.&rdquo; The process is similar to inventing and manufacturing a rare magic item (see &ldquo;Inventing and Manufacturing Devices&rdquo; earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.</p><p>An aetherborn with this gift gains the Drain Life ability: a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can&rsquo;t be removed until the aetherborn has used their Drain Life ability and completed a long rest.</p>",
            "id": 2073,
            "name": "Kaladesh - Aetherborn (PSK)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Kaladesh Dwarves</h1><p><em> &ldquo;It&rsquo;s dwarf built. There is no fner mark of quality.&rdquo;</em></p><p>To the artisans of Kaladesh, a device&rsquo;s beauty is almost as important as its function. Different artists, though, have different defnitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures&mdash;one that functions perfectly, with a minimum of maintenance, despite the passage of years.</p><p>Dwarves don&rsquo;t understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf&rsquo;s work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was frst built, if not better&mdash;and it will last.</p><p>Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often fnds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with frm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.</p><h2>Dwarf Politics</h2><p>Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate  government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edifcers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential formaking great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.</p><p>Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate&rsquo;s foundries. Mass production on the scale of the Consulate&rsquo;s efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they&rsquo;re considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefts 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 benefts of a just order.</p><p><strong>Size</strong><br />Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground in your race&rsquo;s ancient past, 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><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Toughness</strong><br />Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p><strong>Artisan&rsquo;s Expertise</strong><br />You gain profciency with two kinds of artisan&rsquo;s tools of your choice. Your profciency bonus is doubled for any ability check you make that uses either of the chosen profciencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered profcient in the History skill and add double your profciency bonus to the check, instead of your normal profciency bonus.</p><p><strong>Languages</strong><br />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>",
            "id": 2074,
            "name": "Kaladesh - Dwarf (PSK)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Kaladesh Elves</h1><p><em>&ldquo;Everything is connected, and aether \u00ef\u00ac\u201aows through it all.&rdquo;</em></p><p>The movement of aether through the world is visible and obvious where it courses in glowing rivers across the sky, sweeps across sculpted plains, or pours through great urban pipelines. But the elves of Kaladesh are uniquely in tune with the \u00ef\u00ac\u201aow of aether throughout the plane, both seen and unseen, and with the subtle ways it suffuses and in\u00ef\u00ac\u201auences all life. They call this \u00ef\u00ac\u201aow the Great Conduit, and they believe that the only way to truly grasp it is to be a part of it, simultaneously shaping it and being shaped in return.</p><p>Thanks to this sensitivity, elves feel a deep connection to other living things. They engage deeply with the world around them, delighting in natural systems and social interactions alike. They revel in exploring the interconnectedness of nature and society, seeing the \u00ef\u00ac\u201aow of aether from nature to invention, from person to person, from body to mind and heart. Elves live in harmony with both nature and technology. They believe that nature inspires technology: each piece of artifce is an expression of natural laws and principles, and captures one element of aether&rsquo;s \u00ef\u00ac\u201aow in a sort of microcosmic system. Technology, in turn, can nurture the natural world, helping life grow and \u00ef\u00ac\u201aourish in places and ways that would otherwise be impossible.</p><h1>Elf Traits</h1><p>The elves of Kaladesh have much in common with the elves of other worlds. Your elf character has the following traits.</p><p>Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment</strong><br />Elves love freedom, variety, and<br />self-expression, so they lean strongly toward the gentler aspects of chaos. They value and<br />protect others&rsquo; freedom as well as<br />their own, and they are more often<br />good than not.</p><p><strong>Size</strong><br />Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Keen Senses</strong><br />You have profciency in the Perception skill.</p><p><strong>Elf Weapon Training</strong><br />You have profciency with the longsword, shortsword, shortbow, and longbow. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can&rsquo;t put you to sleep.</p><p><strong>Trance</strong><br />Elves don&rsquo;t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become re\u00ef\u00ac\u201aexive through years of practice. After resting in this way, you gain the same beneft that a human does from 8 hours of sleep.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Elvish. Elvish is \u00ef\u00ac\u201auid, with subtle intonations and intricate grammar. Elven literature is rich and varWild Wanderer Sidharth Chaturvedi ied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</p><p><strong>Elf Culture</strong><br />The elves of Kaladesh don&rsquo;t organize themselves into nations or tribes. Still, they recognize three distinct cultural groups among their kind&mdash;though in truth these groupings are more like attitudes or alignments with regard to the rest of society and the use of technology. Choose one of these cultures.</p><h2>Bishtahar and Tirahar</h2><p>Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh&rsquo;s food supply is grown by elves. Bishtahar cultivators grow food, decorative \u00ef\u00ac\u201aowers, wood for building, and elaborate living sculptures in their meandering gardens and felds. They use the plane&rsquo;s ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients.</p><p>A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at frst to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and  animals that live there.</p><p>Elves who forsake technology entirely are called the Tirahar. Some elves with Tirahar sympathies live within cities or farms, but most simply withdraw to the wilder areas of Kaladesh. No more than one in a hundred elves is counted among the Tirahar, and many members of other races are unaware that these reclusive elves even exist.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><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><h2>Vahadar</h2><p>The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specifc garden-like neighborhoods) and engaging in trade.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><p><strong>Extra Language</strong><br />You can speak, read, and write one extra language of your choice.</p>",
            "id": 2075,
            "name": "Kaladesh - Elf (PSK)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Humans</h1><p><em>&ldquo;Curiosity is an itch that must be scratched.&rdquo;</em></p><p>The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superfcial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind&mdash;along with the vast swath of humanity in between&mdash;have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.</p><p>Human characters thrive on variety and crave new experiences. It&rsquo;s not uncommon for humans to explore several different felds and disciplines in their lifetimes, sometimes abandoning years of accomplishments in one pursuit for the sake of pursuing something new and exciting. This tendency often produces characters who have just enough knowledge of many different felds to be dangerous in all of them. But at the same time, many humans excel at creating synthesis and fnding connections between apparently disparate disciplines, bringing a cross-pollination to the process of invention that drives innovation across every feld.</p><h1>Human Traits</h1><p>A human character has the traits described for humans in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment.</p><p><strong>Size</strong><br />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><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarvish curses, Elvish musical expressions, Vedalken scholarly jargon, and so on.</p>",
            "id": 2076,
            "name": "Kaladesh - Human (PSK)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Vedalken</h1><p>Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect&mdash;and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult&mdash;which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.</p><p>This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It's not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.</p><h1>Vedalken Traits</h1><p>As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don't particularly interest vedalken, either as a conversational topic or a field of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, &ldquo;I'm feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.&rdquo; But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.</p><p><strong>Ability Score Increase. </strong>Your Intelligence score increases by 2 and your Wisdom score increases by 1.</p><p><strong>Age. </strong>Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment. </strong>Vedalken are most often lawful and rarely evil.</p><p><strong>Size. </strong>Vedalken are taller than humans but more slender. They average 6 to 6&frac12; feet tall, but usually weigh less than 200 pounds. Your size is Medium.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Vedalken Cunning. </strong>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Aether Lore. </strong>Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.</p><h2>Vedalken Politics</h2><p>Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate's citizens. For that reason, though vedalken are found both among the officials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races.</p><h2>Cool Rationality</h2><p>Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.</p><p>As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn't fair&mdash;they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction.</p><h2>Reasoning toward Perfection</h2><p>Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.</p><p>Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws.</p><h2>Vedalken Names</h2><p>Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.</p><p><strong>Male Names: </strong>Aglar, Bellin, Dallid, firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz<br /><strong>Female Names: </strong>Azi, Barvisa, Brazia, Direll, fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol</p>",
            "id": 2077,
            "name": "Vedalken (Kaladesh)",
            "reference": "Plane Shift"
        },
        {
            "full_text": "<h1>Ixalan Humans</h1><p>Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who frst formed the Free Cities and later \u00ef\u00ac\u201aed across the ocean to form the core of the Brazen Coalition.</p><h1>Human Traits</h1><p>The humans of Ixalan use the human traits presented in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens<br />and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. You still speak one additional language of your choice, and Common if it exists in your campaign</p>",
            "id": 2078,
            "name": "Ixalan - Human (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Ixalan Merfolk</h1><p>The river Heralds are merfolk&mdash;a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fns extending from their shoulders, forearms, middle backs, and calves. Frills of fns also protrude from the backs of their heads. All merfolk can breathe air or flter oxygen from the water, and they can walk on land or swim with equal ease.</p><h1>Merfolk Traits</h1><p>Your merfolk character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 1.</p><p><strong>Age</strong><br />Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.</p><p><strong>Alignment</strong><br />Most merfolk are neutral, living in close harmony with nature.</p><p><strong>Size</strong><br />Merfolk are signifcantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.</p><p><strong>Amphibious</strong><br />You can breathe air and water.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.</p><p><strong>Subrace</strong><br />Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that flters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.</p><h2>Green Merfolk</h2><p>Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fns are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Mask of the Wild</strong><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><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><h2>Blue Merfolk</h2><p>Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fns resemble scarves or veils of fne fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2.</p><p><strong>Lore of the Waters</strong><br />You gain profciency in <a title=\"History\" href=\"http://skill.com/History\">History</a> and <a title=\"Nature\" href=\"http://skill.com/Nature\">Nature</a>.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p>",
            "id": 2079,
            "name": "Ixalan - Merfolk (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Ixalan Vampires</h1><p>The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance.</p><p>For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifce, paving the way for a promised glorious age. These vampires embody Torrezon&rsquo;s noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.</p><p>Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are ferce, ruthless, and often cruel, relishing con\u00ef\u00ac\u201aict&mdash;be it political or armed&mdash;as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon&rsquo;s hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.</p><p>The core of every vampire&rsquo;s nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence \u00ef\u00ac\u201aowing through the vampire who partakes of it, manifesting as even greater strength and speed.</p><h1>Vampire Traits</h1><p>Your vampire character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Vampires don&rsquo;t mature and age in the same way that other races do.</p><p><strong>Alignment</strong><br />Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.</p><p><strong>Size</strong><br />Vampires are the same size and build as humans. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />Thanks to your heritage, 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><p><strong>Vampiric Resistance</strong><br />You have resistance to necrotic damage.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Vampire.</p><p><strong>Bloodthirst</strong><br />You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target&rsquo;s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target fnishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p><p><strong>Feast of Blood</strong><br />When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.</p>",
            "id": 2080,
            "name": "Ixalan - Vampire (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Ixalan Orcs</h1><p>Orcs originally came from the same mountainous region where the kingdom of Torrezon was born, and they have been enemies of the Legion of Dusk since it was originally formed. The entire race has been declared anathema by the Church of Torrezon, and after centuries of fghting the Legion, the orcs have dwindled to only a few hundred in number. Some still live on remote islands near Torrezon, but many have joined the Brazen Coalition to serve on pirate ships&mdash;taking on any role that calls for an abundance of sheer muscle.</p><p>Orcs are tall, standing head and shoulders above most humans, and are generally twice as broad. They often accentuate their bulging muscles by wearing tight-ftting bands and accessories around the thickest parts of their arms and necks. Their skin color ranges from light brown through gray to almost jet-black.</p><h1>Orc Traits</h1><p>The orcs of Ixalan use the half-orc traits in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.</p><p><strong>Alignment</strong><br />Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil.</p><p><strong>Size</strong><br />Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />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><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance</strong><br />When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can&rsquo;t use this feature again until you fnish a long rest.</p><p><strong>Savage Attacks</strong><br />When you score a critical hit with a melee weapon attack, you can roll one of the weapon&rsquo;s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Orc.</p>",
            "id": 2081,
            "name": "Ixalan - Orc (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Ixalan Goblins</h1><p>Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates frst made landfall on the Sun Empire&rsquo;s shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.</p><p>Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship&rsquo;s ropes, and can get into tight spaces that humans can&rsquo;t. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far.</p><h2>Goblin Traits</h2><p>Your goblin character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2.</p><p><strong>Age</strong><br />Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.</p><p><strong>Alignment</strong><br />Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.</p><p><strong>Size</strong><br />Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Agile Climber</strong><br />You have a climbing speed of 25 feet. You can&rsquo;t use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your climbing speed if you are encumbered.)</p><p><strong>Darkvision</strong><br />Accustomed to life in the jungle night, 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><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Goblin.</p>",
            "id": 2082,
            "name": "Ixalan - Goblin (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Sirens</h1><p>Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on \u00ef\u00ac\u201aoating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous&mdash;and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews&mdash;including, in at least one case, the position of captain.</p><p>Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fngers bear sharp claws but are nimble enough to wield weapons and perform fne manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads.</p><h1>Siren Traits</h1><p>Your siren character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2.</p><p><strong>Alignment</strong><br />Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.</p><p><strong>Size</strong><br />Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their \u00ef\u00ac\u201aight. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Flight</strong><br />You have a \u00ef\u00ac\u201aying speed of 30 feet. You can&rsquo;t use your \u00ef\u00ac\u201aying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your \u00ef\u00ac\u201aying speed if you are encumbered.)</p><p><strong>Siren&rsquo;s Song</strong><br />You know the <em><a title=\"Friends\" href=\"http://spell.com/Friends\">friends</a></em> cantrip and can cast it without material components.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Siren</p>",
            "id": 2083,
            "name": "Ixalan - Siren (PSI)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Dominara Aven</h1><p>Following the devastation of the distant continent of Otaria in Karona&rsquo;s War some two and a half centuries ago, people of many races left that land to fnd refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great \u00ef\u00ac\u201aocks, forming separate communities in a few hospitable locations. Th e largest such \u00ef\u00ac\u201aock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.</p><p>Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Teir lean forms are covered with feathers, and their arms and legs all end in sharp talons.</p><p>Aven form their own airborne companies, or wings, within the Benalish army. Tey serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes.</p><h1>Aven Traits</h1><p>As an aven, you share the following traits with all your kind.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score and your Wisdom score both increase by 2.</p><p><strong>Age</strong><br />Like humans, aven reach adulthood in their late teens and can live into their 80s.</p><p><strong>Alignment</strong><br />Aven are inclined toward the lawful good alignment of the Church of Serra.</p><p><strong>Size</strong><br />Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their \u00ef\u00ac\u201aight. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. You have a \u00ef\u00ac\u201aying speed of 30 feet. You can&rsquo;t use your \u00ef\u00ac\u201aying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your \u00ef\u00ac\u201aying speed if you are encumbered.)</p><p><strong>Languages</strong><br />You can speak, read, and write Aven and Common.</p><p><strong>Hawkeyed</strong><br />You have profciency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill. In addition, attacking at long range doesn&rsquo;t impose disadvantage on your ranged weapon attack rolls.</p>",
            "id": 2084,
            "name": "Dominara - Aven (PSD)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Keldons</h1><p>Te people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. Tey are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. Te typical Keldon&rsquo;s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere&mdash;sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.</p><p>Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fne thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is ferce once earned. At worst, they can be reckless, hot-tempered, and violent&mdash;and no small number of Keldons still consider these qualities virtues rather than vices.</p><p>Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated&mdash;but many that sound exaggerated are not.</p><h1>Keldon Human Traits</h1><p>The humans of Keld have the following traits, which replace the standard human traits presented in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Keldons reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Keldons tend toward chaotic alignments, and many walk a fne line between good and evil.</p><p><strong>Size</strong><br />Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Keldon.</p><p><strong>Natural Athlete</strong><br />You have profciency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> skill.</p><p><strong>Keldon Resilience</strong><br />You have profciency in Strength saving throws</p><p><strong>Icehaven Born</strong><br />You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master&rsquo;s Guide.</p>",
            "id": 2085,
            "name": "Dominara - Keldon (PSD)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Amonkhet Humans</h1><p>Of the five humanoid races of Amonkhet, humans are the most diverse and adaptable. Different humans train in a wide variety of fghting styles, including those particularly favored by other races. A human mage might use any of the fve colors of mana, while mages of other races focus on one of only two colors. Human viziers serve all fve gods, and different human initiates excel in different trials. Humans defy trends and categorization, and opponents who face a human in one-on-one combat can&rsquo;t know what kind of fght to expect&mdash;from the foresight and cunning often associated with Kefnet, to a ruthlessness that emulates Bontu. At the beginning of such a fght, this uncertainty can give an edge to the human combatant.</p><p>Once the fight has begun, of course, victory relies on different factors. But here, the human drive toward perfection once more tilts the scales in their favor. Humans are willing to go to any length, exhausting all available options, to reach the pinnacle of achievement and win the favor of the God-Pharaoh.</p><h2>Two Roads to Perfection</h2><p>As diverse as they are in most respects, the humans of Amonkhet share a drive toward perfection. However, they approach this challenge differently. Some humans specialize in a relatively narrow set of skills, while others seek to master a wide range.</p><p><strong>Perfection through Specialization<br /></strong>Humans who choose a path of specialization often piously identify with one of the fve gods (often as a vizier), and thus focus on one aspect of perfection. For them, the best way to earn a place in the afterlife is to hone a single facet of their character to the utmost quality, and as initiates, they hope to put that quality to use in all fve trials. A mage initiate who identifes with Hazoret might cultivate zeal above all other virtues, master spells of fery magic to channel that powerful emotion, and rely on raw energy and enthusiasm to get through the four trials leading up to Hazoret&rsquo;s fnal test. An initiate dedicated to Oketra, on the other hand, relies on cooperation, solidarity, and teamwork to get through the trials&mdash;even Bontu&rsquo;s Trial of Ambition, which attempts to break down such bonds. To Oketra&rsquo;s disciple, ambition means a drive to help an entire crop of initiates achieve glory together, rather than exalting oneself over others. Humans with this viewpoint see their chosen virtue coloring all others, and believe that the fve gods offer their people a choice of which virtue to emulate and emphasize.</p><p><strong>Perfection through Balance<br /></strong>Other humans believe that true perfection lies in mastering all the virtues, without giving preference to any one over the others. They compare themselves to multifaceted stones whose beauty lies in the polished perfection of every facet. These humans are careful not to let their skills in one area outshine their other efforts, and if they grow too accomplished in one set of skills, they set it aside to concentrate their training on others until their abilities are in balance once more.</p><p>Philosophically, such humans believe that the gods are five in number so as to remind the people of Amonkhet not to focus their attention on a single god or a single virtue, but to serve the gods equally and master their teachings to the same degree. Thus they hope to achieve a balanced state of perfection that will guarantee their admission into the afterlife.</p><h2>Combat Classes</h2><p>Most human initiates focus their studies on a single specialization&mdash;hand-to-hand combat, long-range combat, or magical combat. Humans who choose hand-to-hand combat might focus with single-minded devotion on the use of the sickle-bladed khopesh (treat as a longsword). Other hand-to-hand specialists take a broader perspective and study the use of all weapons equally. Some humans, however, apply the idea of perfection through balance to these combat specializations as well, fusing multiple styles together into a unique blend. For example, a human initiate might use spells to shape sand into a sword or to wreathe arrows with life-draining magic. Other initiates strike with an axe in one hand while throwing smaller axes with the other, employing techniques of both hand-to-hand and longrange combat. Some humans use slings to launch freballs, create illusory nets to restrain their opponents, or craft their blades from solid toxins.</p><h1>Human Traits</h1><p>The humans of Amonkhet use the variant human traits presented in the Player&rsquo;s Handbook. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race.</p><p><strong>Ability Score Increase</strong><br />Two different ability scores of your choice increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Skills</strong><br />You gain profciency in one skill of your choice.</p><p><strong>Feat</strong><br />You gain one feat of your choice.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one extra language of your choice.</p>",
            "id": 2086,
            "name": "Amonkhet - Human (PSA)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Amonkhet Aven</h1><p>Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast \u00ef\u00ac\u201aight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.</p><p>Aven delight in \u00ef\u00ac\u201aying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma&rsquo;s protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them \u00ef\u00ac\u201ay without limit in the afterlife.</p><h2>Combat Classes</h2><p>Spellcasters are common among ibis-headed aven drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is re\u00ef\u00ac\u201aected in the metal discipline, focus, and confdence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own \u00ef\u00ac\u201aight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.</p><p>Hawk-headed aven are often drawn to master techniques of long-range combat, whether the javelin that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover andswoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often \u00ef\u00ac\u201ay in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a javelin or arrow as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.</p><p>A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to \u00ef\u00ac\u201ay to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling javelins while they dive, then pulling up early after a successful throw.</p><h1>Aven Traits</h1><p>All aven share the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2.</p><p><strong>Age</strong><br />Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most fnd a glorious (or inglorious) death long before that point.</p><p><strong>Alignment</strong><br />Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.</p><p><strong>Size</strong><br />Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their \u00ef\u00ac\u201aight. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. You have a \u00ef\u00ac\u201aying speed of 30 feet. You can&rsquo;t use your \u00ef\u00ac\u201aying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your \u00ef\u00ac\u201aying speed if you are encumbered.)</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Aven.</p><p><strong>Subrace</strong><br />Two varieties of aven inhabit Amonkhet: ibis-headed and hawk-headed. Choose one of these subraces.</p><h2>Ibis-Headed Aven</h2><p>A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge&mdash;not just their avian heads, but their quick wit, self-confdence, cunning, and spellcasting prowess.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Kefnet&rsquo;s Blessing</strong><br />You can add half your profciency bonus, rounded down, to any Intelligence check you make that doesn&rsquo;t already include your profciency bonus.</p><h2>Hawk-Headed Aven</h2><p>Following the example of Oketra, hawkheaded aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Hawkeyed</strong><br />You have profciency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill. In addition, attacking at long range doesn&rsquo;t impose disadvantage on your ranged weapon attack rolls.</p>",
            "id": 2087,
            "name": "Amonkhet - Aven (PSA)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Khenra</h1><p>The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.</p><p>Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorifed death in the Trial of Zeal.</p><h2>Strength and Zeal</h2><p>Many khenra believe that they are created in the image of Hazoret, and though they venerate all fve gods in the manner of all citizens of Naktamun, they have a special affnity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fghting, and they devote themselves to their training with particular intensity. The familial bond experienced in the Family Temple of Hazoret&rsquo;s monument is a part of every khenra&rsquo;s experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret&rsquo;s children even before they fnish the fourth trial. For her part, Hazoret seems to favor khenra among her viziers, and some say that she shows particular favor to khenra initiates who survive to reach the Trial of Zeal.</p><p>Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they win and lose against other initiates. They often seek out matches against minotaurs, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents.</p><h2>Combat Classes</h2><p>Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra ini tiates might fnd themselves specializing in any of the three.</p><p>Khenra who focus on hand-to-hand combat often wield the khopesh&mdash;a large sickle-bladed sword&mdash;as their weapon of choice (treat as a longsword). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn&rsquo;t impede their movement, often comparing fghting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.</p><p>Khenra who focus on long-range combat prefer hurled weapons&mdash;spears and javelins&mdash;over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of javelins into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a chariot as a spear thrower, sometimes augmenting attacks with minor spells of fre magic.</p><p>Many khenra mages specialize in fire spells, creating blades or hails of \u00ef\u00ac\u201aame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret&rsquo;s battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting.</p><h1>Khenra Traits</h1><p>Your khenra character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2, and your Strength score increases by 1.</p><p><strong>Age</strong><br />Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.</p><p><strong>Alignment</strong><br />Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.</p><p><strong>Size</strong><br />Khenra have similar builds to humans. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 35 feet.</p><p><strong>Khenra Weapon Training</strong><br />You have profciency with the khopesh, spear, and javelin.</p><p><strong>Khenra Twins</strong><br />If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can&rsquo;t be frightened.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Khenra.</p>",
            "id": 2088,
            "name": "Amonkhet - Khenra (PSA)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Minotaur</h1><p>Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur&mdash;shorter in females&mdash;fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.</p><p>Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defance of their foes, and roar with laughter as they triumph.</p><p>Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.</p><h2>Ruthless and Reckless</h2><p>Even those minotaurs who feel personal affnity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a ferce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fght without heed for their own safety, shrugging off the blows of their enemies.</p><h2>Combat Classes</h2><p>Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious&mdash;and more humiliating to the loser.</p><p>But though minotaurs are known for their physical size and strength, this hardly precludes the presence Neheb, the Worthy Chris Rahn of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of \u00ef\u00ac\u201aame, or imbue their own horns and fsts with searing heat to make their physical attacks more deadly.</p><p>The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular&mdash;the opportunity to draw frst blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in fring into the middle of enemy formations to sow as much chaos and confusion as possible.</p><h1>Minotaur Traits</h1><p>Minotaurs have many traits in common with the halforcs of other worlds.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.</p><p><strong>Alignment</strong><br />Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.</p><p><strong>Size</strong><br />Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Natural Weapon</strong><br />You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifer.</p><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance</strong><br />When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can&rsquo;t use this feature again until you fnish a long rest.</p><p><strong>Savage Attacks</strong><br />When you score a critical hit with a melee weapon attack, you can roll one of the weapon&rsquo;s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Minotaur.</p>",
            "id": 2089,
            "name": "Amonkhet - Minotaur (PSA)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Amonkhet Naga</h1><p>Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.</p><p>Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.</p><p>In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.</p><h2>Combat Classes</h2><p>To the beneft of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.</p><p>Naga who specialize in hand-to-hand combat rely on axes, daggers, and shortswords&mdash;but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances&mdash;including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.</p><p>Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned spears and arrows. Others ride in chariots driven by trusted drivers (usually other naga) and throw their spears from the midst of battle. In any case, they excel at fnding and exploiting strategic advantages.</p><p>Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas&rsquo;s teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed.</p><h1>Naga Traits</h1><p>All naga share the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age</strong><br />Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.</p><p><strong>Alignment</strong><br />Most naga are either neutral or neutral evil in alignment.</p><p><strong>Size</strong><br />Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium. Speed. Your base walking speed is 30 feet.</p><p><strong>Speed Burst</strong><br />By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.</p><p><strong>Natural Weapons</strong><br />Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifer, and your target must make a Constitution saving throw (DC 8 + your profciency bonus + your Constitution modifer). On a failed save, the target takes 1d4 poison damage.</p><p>If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifer, and the target is grappled (escape DC 8 + your profciency bonus + your Strength modifer). Until this grapple ends, the target is restrained, and you can&rsquo;t constrict another target.</p><p><strong>Poison Immunity</strong><br />You are immune to poison damage and can&rsquo;t be poisoned.</p><p><strong>Poison Affnity</strong><br />You gain profciency with the poisoner&rsquo;s kit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Naga.</p>",
            "id": 2090,
            "name": "Amonkhet - Naga (PSA)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Innistrad Humans</h1><p><span class=\"fontstyle0\">Innistrad&rsquo;s population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia&rsquo;s urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character&rsquo;s home province.</span></p><h1><span class=\"fontstyle0\">Human Traits</span></h1><p><span class=\"fontstyle0\">Human characters on Innistrad have the following traits. If you use these human traits, do not use the variant human traits presented in the </span><span class=\"fontstyle2\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">. As well, in campaigns that use feats, characters should not be allowed to choose feats that duplicate any provincial traits.</span></p><p><span class=\"fontstyle3\"><strong>Age</strong><br /></span><span class=\"fontstyle0\">Humans reach adulthood in their late teens and live less than a century.<br /></span></p><p><span class=\"fontstyle3\"><strong>Alignment</strong><br /></span><span class=\"fontstyle0\">Humans tend toward no particular<br />alignment.<br /></span></p><p><span class=\"fontstyle3\"><strong>Size</strong><br /></span><span class=\"fontstyle0\">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.<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong><br /></span><span class=\"fontstyle0\">Your base walking speed is 30 feet.<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong><br /></span><span class=\"fontstyle0\">You can speak, read, and write Common and one extra language of your choice (see &ldquo;Languages&rdquo; on the next page).<br /></span></p><p><span class=\"fontstyle3\"><strong>Provincial Origin</strong><br /></span><span class=\"fontstyle0\">Choose one of the four provinces of Innistrad as the place of origin for your character.</span></p><h2><span class=\"fontstyle4\">Gavony</span></h2><p><span class=\"fontstyle0\">Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your ability scores each increase by 1.</span></p><h2><span class=\"fontstyle4\">Kessig</span></h2><p><span class=\"fontstyle0\">For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken. </span><span class=\"fontstyle3\">Ability Score Increase. </span><span class=\"fontstyle0\">Your Dexterity and Wisdom scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Forest Folk</strong><br /></span><span class=\"fontstyle0\">You have profciency in the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</span></p><p><span class=\"fontstyle3\"><strong>Fleet of Foot</strong><br /></span><span class=\"fontstyle0\">Your base walking speed is 40 feet.</span></p><p><span class=\"fontstyle3\"><strong>Sure-Footed</strong><br /></span><span class=\"fontstyle0\">When you use the Dash action, diffcult terrain doesn&rsquo;t cost you extra movement on that turn.</span></p><p><span class=\"fontstyle3\"><strong>Spring Attack</strong><br /></span><span class=\"fontstyle0\">When you make a melee attack against a creature, you don&rsquo;t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.</span></p><h2><span class=\"fontstyle4\">Nephalia</span></h2><p><span class=\"fontstyle0\">Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fshing boats, or tilling the soggy earth in waterlogged felds.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your Intelligence and Charisma scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Breadth of Knowledge</strong><br /></span><span class=\"fontstyle0\">You gain profciency in any combination of four skills or with four tools of your choice.</span></p><h2><span class=\"fontstyle4\">Stensia</span></h2><p><span class=\"fontstyle0\">Countless generations of hardship and proximity to the vampire strongholds&mdash;leading to lost children and neighbors&mdash;have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your Strength and Constitution scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Daunting</strong><br /></span><span class=\"fontstyle0\">You have profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</span></p><p><span class=\"fontstyle3\"><strong>Tough</strong><br /></span><span class=\"fontstyle0\">Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.</span></p>",
            "id": 2091,
            "name": "Innistrad - Human (PSIn)",
            "reference": "Usergen"
        },
        {
            "full_text": "<h1>Humans</h1><p>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.</p><h1><strong>Variant Human Traits</strong></h1><p>It's hard to make generalizations about humans, but your human character has these traits.</p><p><strong>Ability Score Increase. </strong>Two different ability scores of your choice increase by 1.</p><p><strong>Skills. </strong>You gain proficiency in one skill of your choice.</p><p><strong>Feat. </strong>You gain one feat of your choice.</p><p><strong>Age. </strong>Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment. </strong>Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size. </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><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Languages. </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><h2>A Broad Spectrum</h2><p>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.</p><h2>Variety in All Things</h2><p>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present&mdash;making them well suited to the adventuring life&mdash;but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.</p><h2>Everyone's Second Best friend</h2><p>Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.</p><p><em><strong>Dwarves.</strong></em>&ldquo;They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.&rdquo;</p><p><strong><em>Elves.</em></strong>&ldquo;It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling&mdash;good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.&rdquo;</p><h2>Lasting Institutions</h2><p>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.</p><p>Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.</p><h2>Exemplars of Ambition</h2><p>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.</p><h2>Human Names and Ethnicities</h2><p>Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.</p><p>The material culture and physical characteristics of humans can change wildly from region to region. In the forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east&mdash;and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.</p><p>In the forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of faer&ucirc;n. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.</p><p><h3>Calishite</h3>Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They're found primarily in southwest faer&ucirc;n.</p><p><strong>Calishite Names: </strong>(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein</p><p><h3>Chondathan</h3>Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of faer&ucirc;n, around the Inner Sea.</p><p><strong>Chondathan Names: </strong>(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag</p><p><h3>Damaran</h3>Found primarily in the northwest of faer&ucirc;n, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.</p><p><strong>Damaran Names: </strong>(Male) Bor, fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag</p><p><h3>Illuskan</h3>Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.</p><p><strong>Illuskan Names: </strong>(Male) Ander, Blath, Bran, frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver</p><p><h3>Mulan</h3>Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.</p><p><strong>Mulan Names: </strong>(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, fezim, Hahpet, Nathandem, Sepret, Uuthrakt</p><p><h3>Rashemi</h3>Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.</p><p><strong>Rashemi Names: </strong>(Male) Borivik, faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina</p><p><h3>Shou</h3>The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of faer&ucirc;n. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.</p><p><strong>Shou Names: </strong>(Male) An, Chen, Chi, fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan</p><p><h3>Tethyrian</h3>Widespread along the entire Sword Coast at the western edge of faer&ucirc;n, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.</p><p><h3>Turami</h3>Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.</p><p><strong>Turami Names: </strong>(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, falone, Marivaldi, Pisacar, Ramondo</p>",
            "id": 2964,
            "name": "Human - Variant (PHb)",
            "reference": "PHb"
        },
        {
            "full_text": "<h1>Goblins</h1><p>Whether sniveling in fear, cackling with mad laughter, or snarling with fury, goblins are wretched and inconsequential&mdash;at least in the eyes of most of Ravnica&rsquo;s other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.</p><h1>Goblin Traits</h1><p>Your goblin character has the following racial traits.</p><p><strong>Ability score increase. </strong>Your Dexterity score increases by 2, and your Constitution score increases by 1</p><p><strong>Age. </strong>Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.</p><p><strong>Alignment. </strong>Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil.</p><p><strong>Size. </strong>Goblins are between 3 and 4 feet tall and weight between 40 and 80 pounds. Your size is small.</p><p><strong>Speed. </strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision. </strong>You can see in dim light within 60 feet 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><p><strong>Fury of the Small. </strong>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Nimble Escape. </strong>You can take the Disengage or Hide action on each of your turns.</p><p><strong>Languages. </strong>You can speak, read, and write Common and Goblin. Goblin is a Simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.</p><h2>Small and Wiry</h2><p>Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.</p><p>Most goblins are bald either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leaver their toes exposed for climbing</p><h2>Unfettered Emotion</h2><p>Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.</p><p>Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to set them on fire, and many love to blow things up.</p><p>Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.</p><h2>Goblin Names</h2><p>The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.</p><p><strong>Goblin Names: </strong>Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix</p>",
            "id": 2965,
            "name": "Goblin (GGtR)",
            "reference": "GGtR"
        }
    ],
    [],
    [
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d12",
            "id": 5124,
            "name": "Barbarian - Path of the Berserker",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d12",
            "id": 5125,
            "name": "Barbarian - Path of the Totem Warrior",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5126,
            "name": "Bard - College of Lore",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5127,
            "name": "Bard - College of Valor",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2 class=\"wiki-page-name title\">Arcana Domain&nbsp;&nbsp;</h2><p>See <a href=\"http://class.com/Cleric\">Cleric</a>&nbsp;for the class description.</p><div><p>Magic is an energy that suffuses the multiverse and the fuel both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.<br />The gods of this domain are often associated with knowledge, as leanering and arcane power tend to go hand-in-hand.</p><h3><strong>Arcana Domain Spells</strong></h3><p>Level &hellip;&hellip; &nbsp;. Spells<br />1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http://spell.com/detect magic\">detect magic</a><em>,&nbsp;<a href=\"http://spell.com/magic missile\">magic missile</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/Magic Aura\">Magic Aura</a></em><br />5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http://spell.com/dispel magic\">dispel magic</a><em>,&nbsp;<a href=\"http://spell.com/magic circle\">magic circle</a></em><br />7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http://spell.com/arcane eye\">arcane eye,</a>&nbsp;<a title=\"secret chest\" href=\"http://spell.com/secret%20chest\">s<em>ecret chest</em></a><br />9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http://spell.com/planar binding\">planar binding</a><em>,&nbsp;<a href=\"http://spell.com/teleportation circle\">teleportation circle</a></em></p><h3><strong>Arcane Inititate</strong></h3><p>When you choose this domain at 1st level, you gain proficiency in the <a href=\"http://skill.com/Arcana\">Arcana</a>&nbsp;skill, and you gain two cantrips of your choice from the&nbsp;Wizard Spell List. For you, these cantrips count as cleric cantrips.</p><h3><strong>Channel Divinity:</strong></h3><h3><strong>Arcane Abjuration.</strong></h3><p>Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.<br />As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.<br />A turned creature must spend its turn trying to move as far away from you as it can, and it can&rsquo;t willingly end its move in a space within 30 feet of you. It also can&rsquo;t take reactions. For its action, it can only use 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.<br />After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the&nbsp;<em>banishment</em>&nbsp;spell; no concentration required) if it isn&rsquo;t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.</p><h3><strong>Arcane Banishment</strong></h3><p>Level &hellip;&hellip;&hellip;...Banishes Creatures of CR&hellip;<br />5th &hellip;&hellip;&hellip;&hellip; . 1/2 or lower<br />8th &hellip;&hellip;&hellip;&hellip; . 1 or lower<br />11th &hellip;&hellip;&hellip;&hellip;. 2 or lower<br />14th &hellip;&hellip;&hellip;&hellip;. 3 or lower<br />17th &hellip;&hellip;&hellip;&hellip;. 4 or lower</p><h3><strong>Spell Breaker.</strong></h3><p>Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.</p><h3><strong>Potent Spellcasting</strong></h3><p>Starting at 8th level, you add your Wisdom modigier to the damage you deal with an cleric cantrip.</p><h3><strong>Arcane Mastery</strong></h3><p>At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.</p></div>",
            "hit_die": "d8",
            "id": 5128,
            "name": "Cleric - Arcana",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Death Domain </strong></h1><p>See&nbsp;<a href=\"http://class.com/Cleric\">Cleric</a>&nbsp;for the class description.&nbsp;</p><p><strong>Domain Spells</strong></p><p>Level &hellip;&hellip;&hellip;. Spells<br />1st &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/False Life\">False Life</a>,&nbsp;<a href=\"http://spell.com/Ray of Sickness\">Ray of Sickness</a><br />3rd &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/Blindness\">Blindness/deafness</a>,&nbsp;<a href=\"http://spell.com/Ray of Enfeeblement\">Ray of Enfeeblement</a><br />5th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/Animate Dead\">Animate Dead</a>,&nbsp;<a href=\"http://spell.com/Vampiric Touch\">Vampiric Touch</a><br />7th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/Blight\">Blight</a>, <a href=\"http://spell.com/Death Ward\">Death Ward</a><br />9th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/Antilife Shell\">Antilife Shell</a>,&nbsp;<a href=\"http://spell.com/Cloudkill\">Cloudkill</a></p><p><strong>Bonus Proficiency</strong><br />When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.</p><p><strong>Reaper</strong></p><p>At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only a single creature, the spell can instead target two creatures within range and within 5 feet of each other.</p><p><strong>Channel Divinity:</strong><br /><strong>Touch of Death</strong></p><p>Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature&rsquo;s life force by touch.<br />When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.</p><p><strong>Inescapable Destruction</strong></p><p>At 6th level, the cleric&rsquo;s ability to channel negative energy becomes more portent. Necrotic damage dealt by the character&rsquo;s cleric spells and Channel Divinity options ignores resistance to necrotic damage.</p><p><strong>Divinity Strike</strong></p><p>Starting at 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric&rsquo;s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.</p><p><strong>Improved Reaper</strong></p><p>Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.</p>",
            "hit_die": "d8",
            "id": 5129,
            "name": "Cleric - Death",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5130,
            "name": "Cleric - Knowledge",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Life Domain</strong></h1><p> See <a href=\"http://class.com/Cleric\">Cleric</a> for the class description. </p><p><strong>Life Domain Spells</strong></p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br />1st &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/bless\">bless</a><em>, <a href=\"http://spell.com/cure wounds\">cure wounds</a></em><br />3rd &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/lesser restoration\">lesser restoration</a><em>, <a href=\"http://spell.com/spiritual weapon\">spiritual weapon</a></em><br />5th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/beacon of hope\">beacon of hope</a><em>, <a href=\"http://spell.com/revivify\">revivify</a></em><br />7th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/death ward\">death ward</a><em>, <a href=\"http://spell.com/guardian of faith\">guardian of faith</a></em><br />9th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/mass cure wounds\">mass cure wounds</a><em>, <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>Disciple of Life.</strong></p><p>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><p><strong>Channel Divinity: 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>",
            "hit_die": "d8",
            "id": 5131,
            "name": "Cleric - Life",
            "proficiencies": "",
            "reference": "PHb",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5132,
            "name": "Cleric - Light",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5133,
            "name": "Cleric - Nature",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5134,
            "name": "Cleric - Tempest",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5135,
            "name": "Cleric - Trickery",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5136,
            "name": "Cleric - War",
            "proficiencies": "",
            "reference": "PH",
            "type": "domain"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5137,
            "name": "Druid - Circle of the Land",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5138,
            "name": "Druid - Circle of the Moon",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1 class=\"wiki-page-name title\">Banneret</h1><p>See&nbsp;<a href=\"http://class.com/Fighter\">Fighter</a>&nbsp;for the class description.&nbsp;</p><p>Banneret are knights who hail from a mighty kingdom. Pledged to protect the crown, they take the fight against evil beyond their kingdom&rsquo;s borders. They are tasked with wandering the land as knights errant, relying on their judgement, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.<br />A Banneret inspires greatness in other by committing brake deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A long knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.<br />A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight&rsquo;s actions can never suspected they had.</p><p><strong>Restriction: Knighthood</strong></p><h3><strong>Rallying Cry</strong></h3><p>When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.<br />When you use your Second Wind feature, you can choose up to three target creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.</p><h3><strong>Royal Envoy</strong></h3><p>A Banneret knight serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace.<br />At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.<br />Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.</p><h3><strong>Inspiring Surge</strong></h3><p>Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.<br />Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.</p><h3><strong>Bulwark</strong></h3><p>Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to re-roll an Intelligence, a Wisdom, or a Charisma saving throw and you aren&rsquo;t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can re-roll its saving throw and must use the new roll.</p>",
            "hit_die": "d10",
            "id": 5139,
            "name": "Fighter - Banneret",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5140,
            "name": "Fighter - Battle Master",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5141,
            "name": "Fighter - Champion",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5142,
            "name": "Fighter - Eldritch Knight",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5143,
            "name": "Monk - Way of the Four Elements",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Way of the Long Death</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 Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.</p><h3><strong>Touch of Death</strong></h3><p>Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit points).</p><h3><strong>Hour of Reaping</strong></h3><p>At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.</p><h3><strong>Mastery of Death</strong></h3><p>Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.</p><h3><strong>Touch of the Long Death</strong></h3><p>Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.</p>",
            "hit_die": "d8",
            "id": 5144,
            "name": "Monk - Way of the Long Death",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5145,
            "name": "Monk - Way of the Open Hand",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5146,
            "name": "Monk - Way of Shadow",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Way of the Sun Soul</h1><p>&nbsp;See&nbsp;<a href=\"http://class.com/Monk\">Monk</a>&nbsp;for the class description.&nbsp;</p><p>Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.</p><h3><strong>Radiant Sun Bolt</strong></h3><p>Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.<br />You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.<br />When you use the Attack action on your turn to use their special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.</p><h3><strong>Searing Arc Strike</strong></h3><p>At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell&nbsp;<a href=\"http://spell.com/burning hands\">burning hands</a>&nbsp;as a bonus action.<br />You can spend additional ki points to cast&nbsp;<a href=\"http://spell.com/burning hands\">burning hands</a>&nbsp;as a higher level spell. Each additional ki point you spend increases the spell&rsquo;s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (rounded down).</p><h3><strong>Searing Sunburst</strong></h3><p>At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.<br />Each creature in the 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn&rsquo;t need to make the save if the creature is behind total cover that is opaque.<br />You can increase the sphere&rsquo;s damage by spending ki points. Each point you spend, up to a maximum of 3 increases the damage by 2d6.</p><h3><strong>Sun Shield</strong></h3><p>At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.<br />If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.</p>",
            "hit_die": "d8",
            "id": 5147,
            "name": "Monk - Way of the Sun Soul",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5148,
            "name": "Paladin - Oath of the Ancients",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1 class=\"wiki-page-name title\">Oath of the Crown</h1><p>See <a href=\"http://class.com/Paladin\">Paladin </a>for the class description.</p><p>The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order&rsquo;s ranks.</p><h3><strong>Tenets of the Crown</strong></h3><p>The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.<br /><strong>Law.</strong> The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.<br /><strong>Loyalty.</strong> Your word is your bond. Without loyalty, oaths and laws are meaningless.<br /><strong>Courage.</strong> You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don&rsquo;t act, then who will?<br /><strong>Responsibility.</strong> You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.</p><h3><strong>Oath of the Crown Spells</strong></h3><p>Paladin Level &hellip;&hellip;&hellip;&hellip;. Spells<br />3rd &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/command\">command</a><em>,&nbsp;<a href=\"http://spell.com/compelled duel\">compelled duel</a></em><br />5th &hellip;&hellip;&hellip;&hellip;. <a href=\"http://spell.com/warding bond\">warding bond</a><em>,&nbsp;<a href=\"http://spell.com/zone of truth\">zone of truth</a></em><br />9th &hellip;&hellip;&hellip;&hellip; <a href=\"http://spell.com/aura of vitality\">aura of vitality</a><em>,&nbsp;<a href=\"http://spell.com/spirit guardians\">spirit guardians</a></em><br />13th &hellip;&hellip;&hellip;.. <a href=\"http://spell.com/banishment\">banishment</a><em>,&nbsp;<a href=\"http://spell.com/guardian of faith\">guardian of faith</a></em><br />17th &hellip;&hellip;&hellip;.. <a href=\"http://spell.com/circle of power\">circle of power</a><em>,&nbsp;<a href=\"http://spell.com/geas\">geas</a></em></p><h3><strong>Channel Divinity</strong></h3><p>When you take this oath at 3rd level, you gain the following Channel Divinity options.<br /><strong>Champion Challenge.</strong> You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can&rsquo;t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.<br /><strong>Turn the Tide.</strong> As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.</p><h3><strong>Divine Allegiance</strong></h3><p>Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature no to take the damage. Instead, you take the damage. This damage to you can&rsquo;t be reduced or prevented in any way.</p><h3><strong>Unyielding Spirit</strong></h3><p>Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.</p><h3><strong>Exalted Champion</strong></h3><p>At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:</p><ul><li>You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</li><li>Your allies have advantage on death saving throws while within 30 feet of you.</li><li>You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.</li></ul><p>This effect ends early if you are incapacitated or die.<br />Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "d10",
            "id": 5149,
            "name": "Paladin - Oath of the Crown",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5150,
            "name": "Paladin - Oath of Devotion",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5151,
            "name": "Paladin - Oath of Vengeance",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Oathbreaker</h1><p>See <a href=\"http://class.com/Paladin\">Paladin </a>for the class description.</p><p>An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin&rsquo;s heart has been extinguished. Only darkness remains.<br />A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.</p><h3><strong>Oathbreaker Spells</strong></h3><p>An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.</p><h3><strong>Oathbreaker 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/hellish rebuke\">hellish rebuke</a>,&nbsp;<a href=\"http://spell.com/inflict wounds\">inflict wounds</a><br />5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http://spell.com/crown of madness\">crown of madness</a>,&nbsp;<a href=\"http://spell.com/darkness\">darkness</a><br />9th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http://spell.com/animate dead\">animate dead</a>,&nbsp;<a href=\"http://spell.com/bestow curse\">bestow curse</a><br />13th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http://spell.com/blight\">blight</a>,&nbsp;<a href=\"http://spell.com/confusion\">confusion</a><br />17th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http://spell.com/contagion\">contagion</a>,&nbsp;<a href=\"http://spell.com/dominate person\">dominate person</a></p><h3><strong>Channel Divinity</strong></h3><p>When you take this oath at 3rd level, you gain the<br />following two Channel Divinity options.<br /><em><strong>Control Undead.</strong></em> As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin&rsquo;s commands for the next 24 hours, or until the paladin uses his Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin&rsquo;s level is immune to this effect.<br /><em><strong>Dreadful Aspect.</strong></em> As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin&rsquo;s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened of the paladin for 1 minute. If the creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.</p><h3><strong>Aura of Hate</strong></h3><p>By 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin&rsquo;s Cha modifier. A creature can benefit from this feature from only one paladin at a time.<br />At 18th level, the range of this aura increases to 30 ft.</p><h3><strong>Supernatural Resistance</strong></h3><p>Starting at 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</p><h3><strong>Dread Lord</strong></h3><p>At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped ib deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.<br />While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack on creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin&rsquo;s Charisma modifier.<br />After activating the aura, the paladin can&rsquo;t do so again until he or she finishes a long rest.</p>",
            "hit_die": "d10",
            "id": 5152,
            "name": "Paladin - Oathbreaker",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5153,
            "name": "Ranger - Beast Master",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d10",
            "id": 5154,
            "name": "Ranger - Hunter",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5155,
            "name": "Rogue - Arcane Trickster",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5156,
            "name": "Rogue - Assassin",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<div class=\"wiki-page-container\"><div class=\"wiki-page\"><div class=\"post-section post-main\"><div class=\"post-header plain-header\"><div><h1>Mastermind</h1><p>See&nbsp;<a href=\"http://class.com/Rogue\">Rogue</a>&nbsp;for the class description.&nbsp;</p><p>Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.</p><h3><strong>Master of Intrigue</strong></h3><p>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.</p><p>Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.</p><h3><strong>Master of Tactics</strong></h3><p>Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.</p><h3><strong>Insightful Manipulator</strong></h3><p>Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about it 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><ul><li>Intelligence Score</li><li>Wisdom Score</li><li>Charisma Score</li><li>Class Levels (if any)</li></ul><h3><strong>Misdirection</strong></h3><p>At 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.</p><h3><strong>Soul of Deceit</strong></h3><p>Starting at 17th level, your thoughts can&rsquo;t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader&rsquo;s Wisdom (Insight) check.<br />Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can&rsquo;t be compelled to tell the truth by magic.</p></div></div></div></div></div>",
            "hit_die": "d8",
            "id": 5157,
            "name": "Rogue - Mastermind",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<div class=\"wiki-page-container\"><div class=\"wiki-page\"><div class=\"post-section post-main\"><div class=\"post-header plain-header\"><div><h1 class=\"wiki-page-name title\">Swashbuckler</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 art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. <br />A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.</p><p><strong>Fancy Footwork</strong></p><p>When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can&rsquo;t make opportunity attacks against you for the rest of your turn.</p><p><strong>Rakish Audacity</strong></p><p>Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.<br />In addition, you don&rsquo;t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.</p><p><strong>Panache</strong></p><p>At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature&rsquo;s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. <br />If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can&rsquo;t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attack the target of affects it with a spell, or until you and the target are more than 60 feet apart.<br />If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.</p><p><strong>Elegant Maneuver</strong></p><p>Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.</p><p><strong>Master Duelist</strong></p><p>At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can roll it again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.</p></div></div></div></div></div>",
            "hit_die": "d8",
            "id": 5158,
            "name": "Rogue - Swashbuckler",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5159,
            "name": "Rogue - Thief",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5160,
            "name": "Sorcerer - Draconic Bloodline",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5161,
            "name": "Sorcerer - Wild Magic",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5162,
            "name": "Warlock - Archfey",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5163,
            "name": "Warlock - The Fiend",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d8",
            "id": 5164,
            "name": "Warlock - The Great Old One",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5165,
            "name": "Wizard - School of Abjuration",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5166,
            "name": "Wizard - School of Conjuration",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5167,
            "name": "Wizard - School of Divination",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5168,
            "name": "Wizard - School of Enchantment",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5169,
            "name": "Wizard - School of Evocation",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5170,
            "name": "Wizard - School of Illusion",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5171,
            "name": "Wizard - School of Necromancy",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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>",
            "hit_die": "d6",
            "id": 5172,
            "name": "Wizard - School of Transmutation",
            "proficiencies": "",
            "reference": "PH",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Barbarian - Path of the Battlerager</h1><p>See&nbsp;<a href=\"http://class.com/Barbarian\">Barbarian</a>&nbsp;for the main class description.</p><p>Known as Kuldjargli (literally \"axe idiot\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.</p><h3>Restriction: Dwarves Only</h3><p>Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.</p><p><strong>BATTLERAGER ARMOR<br /></strong>When you choose this path at 3rd level,you gain the ability to use spiked armor (see the \"Spiked Armor\" sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 &nbsp;feet of you. If the attack hits, the spikes deal 1d4 piercing &nbsp;damage. Youuse your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.</p><p><strong>RECKLESS ABANDON<br /></strong>Beginning at 6th level,when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1).They vanish if any of them are left when your rage ends.</p><p><strong>BATTLERAGER CHARGE<br /></strong>Beginning at 10th level,you can take the Dash action as a bonus action while you are raging.<strong><br /></strong></p><p><strong>SPIKED RETRIBUTION<br /></strong>Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.<strong><br /></strong></p><p>&nbsp;</p>",
            "hit_die": "1d8",
            "id": 5190,
            "name": "Barbarian - Path of the Battlerager",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Purple Dragon Knight</h1><p>&nbsp;See&nbsp;<a href=\"http://class.com/Fighter\">Fighter</a>&nbsp;for the main class description.</p><p>Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. APurple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. Alone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.</p><p><strong>RESTRICTION: KNIGHTHOOD<br /></strong>Purple Dragon knights are tied to a specific order of Cormyrean knighthood. Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.</p><p><strong>RALLYING CRY<br /></strong>When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.</p><p><strong>ROYAL ENVOY<br /></strong>A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. <br />At 7th level, you gain proficiency in the Persuasion skill. Ifyou are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.</p><p><strong>INSPIRING SURGE</strong> <br />Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.</p><p><strong>BULWARK</strong> <br />Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally.When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.</p>",
            "hit_die": "1d10",
            "id": 5192,
            "name": "Fighter - Purple Dragon Knight",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Storm Sorcery</h1><p>Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</p><p><strong>WIND SPEAKER</strong><br />The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)</p><p><strong>TEMPESTUOUS MAGIC</strong><br />Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to flyup to 10 feet without provoking opportunity attacks.</p><p><strong>HEART OF THE STORM</strong><br />At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. &nbsp;</p><p><strong>STORM GUIDE</strong> <br />At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.</p><p><strong>STORM'S FURY</strong> <br />Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.</p><p><strong>WIND SOUL</strong> <br />At 18th level,you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way,you can't do so again until you finish a short or long rest.</p><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5193,
            "name": "Sorcerer - Storm Sorcery",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Undying</h1><p>Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize-like all power-comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol;the Undying Court ofAerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.</p><p><strong>EXPANDED SPELL LIST </strong><br />The Undying 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><p><strong>UNDYING EXPANDED SPELLS</strong></p><table><tbody><tr><td><strong>Spell Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>1st</td><td><a href=\"http://spell.com/false life\">false life</a>,&nbsp;<a href=\"http://spell.com/ray of sickness\">ray of sickness</a></td></tr><tr><td>2nd</td><td><a href=\"http://spell.com/blindness/deafness\">blindness/deafness</a>,&nbsp;<a href=\"http://spell.com/silence\">silence</a></td></tr><tr><td>3rd</td><td><a href=\"http://spell.com/feign death\">feign death</a>,&nbsp;<a href=\"http://spell.com/speak with dead\">speak with dead</a></td></tr><tr><td>4th</td><td><a href=\"http://spell.com/aura of life\">aura of life</a>,&nbsp;<a href=\"http://spell.com/death ward\">death ward</a></td></tr><tr><td>5th</td><td><a href=\"http://spell.com/contagion\">contagion</a>,&nbsp;<a href=\"http://spell.com/legend lore\">legend lore</a></td></tr></tbody></table><p>&nbsp;</p><p><strong>AMONG THE DEAD</strong> <br />Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. Youalso have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.</p><p><strong>DEFY DEATH </strong><br />Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to Id8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest.</p><p><strong>UNDYING NATURE </strong><br />Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.</p><p><strong>INDESTRUCTIBLE LIFE </strong><br />When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to Id8 +your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.</p>",
            "hit_die": "",
            "id": 5194,
            "name": "Warlock - The Undying",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Bladesinger</h1><p>Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.</p><p><strong>RESTRICTION: ELVES ONLY</strong> <br />Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerfin, elves closely guard the secrets of bladesinging. Your DMcan lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.</p><p><strong>BlADESINGER STYLES</strong><br />From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived. Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style'S animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills. <br /><strong>&nbsp; Cat.</strong> Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks. <br /><strong>&nbsp; Bird.</strong> Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they varywildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a pick, and spells associated with it grant the bladesinger more agility in combat. <br />&nbsp; <strong>Snake.</strong> Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.</p><p><strong>TRAINING IN WAR AND SONG </strong><br />When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.</p><p><strong>BLADESONG </strong><br />Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).</p><p>While your Bladesong is active, you gain the following benefits:</p><ul><li>You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).</li><li>Your walking speed increases by 10 feet.</li><li>You have advantage on Dexterity (Acrobatics) checks.</li><li>You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1)</li></ul><p>You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.</p><p><strong>EXTRA ATTACK<br /></strong>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>SONG OF DEFENSE<br /></strong>Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's leveL</p><p><strong>SONG OF VICTORY<br /></strong>Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.</p>",
            "hit_die": "",
            "id": 5195,
            "name": "Wizard - Bladesinger",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<div><h1>Barbarian Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d12 per barbarian level<br /><strong>Hit Points at 1st Level: </strong>12 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d12 (or 7) + your Constitution modifier per barbarian level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills: </strong>Choose two from <a title=\"Animal Handling\" href=\"http://skill.com/animal handling\">Animal Handling</a>, <a title=\"Athletics\" href=\"http://skill.com/athletics\">Athletics</a>, <a title=\"Intimidation\" href=\"http://skill.com/intimidation\">Intimidation</a>, <a title=\"Nature\" href=\"http://skill.com/nature\">Nature</a>, <a title=\"Perception\" href=\"http://skill.com/perception\">Perception</a>, and <a title=\"Survival\" href=\"http://skill.com/survival\">Survival</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li><em>(a)</em> a greataxe or (<em>b</em>) any martial melee weapon</li><li><em>(a)</em> two handaxes or (<em>b</em>) any simple weapon</li><li>An explorer&rsquo;s pack and four javelins</li></ul><p><strong>Rage</strong><br />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&rsquo;t w earing heavy armor:</p><ul><li>You have advantage on Strength Checks and Strength Saving Throws.</li><li>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.</li><li>You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can&rsquo;t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&rsquo;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.</li></ul><p><strong>Unarmored Defense</strong><br />While you are not w earing 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><strong>Reckless Attack</strong><br />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><p><strong>Danger Sense</strong><br />At 2nd level, you gain an uncanny sense of when things nearby aren&rsquo;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&rsquo;t be blinded, deafened, or incapacitated.</p><p><strong>Primal Path</strong><br />At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3<sup>rd</sup> level and again at 6th, 10th, and 14th levels.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Fast Movement</strong><br />Starting at 5th level, your speed increases by 10 feet while you aren&rsquo;t w earing heavy armor.</p><p><strong>Feral Instinct</strong><br />By 7th level, your instincts are so honed that you have advantage on initiative rolls.</p><p>Additionally, if you are surprised at the beginning of combat and aren&rsquo;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><p><strong>Brutal Critical</strong><br />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><p><strong>Relentless Rage</strong><br />Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&rsquo;re raging and don&rsquo;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><p><strong>Persistent Rage</strong><br />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><p><strong>Indomitable Might</strong><br />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><p><strong>Primal Champion</strong><br />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><h1>The Barbarian Table</h1><table style=\"border-color: #000000; background-color: #ffffff; margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"128\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>Rages</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>Rage Damage</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td><td style=\"text-align: center;\" width=\"128\"><p>Rage, Unarmored Defense</p></td><td style=\"text-align: center;\" width=\"128\"><p>2</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td><td style=\"text-align: center;\" width=\"128\"><p>Reckless Attack, Danger Sense</p></td><td style=\"text-align: center;\" width=\"128\"><p>2</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td><td style=\"text-align: center;\" width=\"128\"><p>Primal Path</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td><td style=\"text-align: center;\" width=\"128\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td><td style=\"text-align: center;\" width=\"128\"><p>Extra Attack, Fast Movement</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td><td style=\"text-align: center;\" width=\"128\"><p>Path feature</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td><td style=\"text-align: center;\" width=\"128\"><p>Feral Instinct</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td><td style=\"text-align: center;\" width=\"128\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+2</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td><td style=\"text-align: center;\" width=\"128\"><p>Brutal Critical (1 die)</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td><td style=\"text-align: center;\" width=\"128\"><p>Path feature</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td><td style=\"text-align: center;\" width=\"128\"><p>Relentless Rage</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td><td style=\"text-align: center;\" width=\"128\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"128\"><p>5</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+5</p></td><td style=\"text-align: center;\" width=\"128\"><p>Brutal Critical (2 dice)</p></td><td style=\"text-align: center;\" width=\"128\"><p>5</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+5</p></td><td style=\"text-align: center;\" width=\"128\"><p>Path feature</p></td><td style=\"text-align: center;\" width=\"128\"><p>5</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+5</p></td><td style=\"text-align: center;\" width=\"128\"><p>Persistent Rage</p></td><td style=\"text-align: center;\" width=\"128\"><p>5</p></td><td style=\"text-align: center;\" width=\"128\"><p>+3</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+5</p></td><td style=\"text-align: center;\" width=\"128\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"128\"><p>5</p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+6</p></td><td style=\"text-align: center;\" width=\"128\"><p>Brutal Critical (3 dice)</p></td><td style=\"text-align: center;\" width=\"128\"><p>6</p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+6</p></td><td style=\"text-align: center;\" width=\"128\"><p>Indomitable Might</p></td><td style=\"text-align: center;\" width=\"128\"><p>6</p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>+6</p></td><td style=\"text-align: center;\" width=\"128\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"128\"><p>6</p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>20th</p></td><td style=\"text-align: center;\" width=\"128\"><p>+6</p></td><td style=\"text-align: center;\" width=\"128\"><p>Primal Champion</p></td><td style=\"text-align: center;\" width=\"128\"><p>Unlimited</p></td><td style=\"text-align: center;\" width=\"128\"><p>+4</p></td></tr></tbody></table></div>",
            "hit_die": "1d12",
            "id": 5215,
            "name": "Barbarian",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2>Bard Base Class Features</h2><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per bard level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per bard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light armor<br /><strong>Weapons: </strong>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords<br /><strong>Tools: </strong>Three musical instruments of your choice<br /><strong>Saving Throws: </strong>Dexterity, Charisma<br /><strong>Skills: </strong>Choose any three</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a rapier, (b) a longsword, or (c) any simple weapon</li><li>(a) a diplomat&rsquo;s pack or (<em>b</em>) an entertainer's pack</li><li>(a) a lute or (<em>b</em>) any other musical instrument</li><li>Leather armor and a dagger</li></ul><p><strong>Spellcasting</strong><br />You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.</p><p><strong>Spell Slots</strong><br />The Bard 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.</p><p>For example, if you know the 1st-level spell <em>cure wounds </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>cure wounds </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know four 1st-level spells of your choice from the bard spell list.</p><p>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Ritual Casting</strong><br />You can cast any bard spell you know as a ritual if that spell has the ritual tag.</p><p><strong>Spellcasting Focus</strong><br />You can use a musical instrument as a spellcasting focus for your bard spells.</p><p><strong>Bardic Inspiration</strong><br />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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5<sup>th</sup> level, a d10 at 10th level, and a dl2 at 15th level.</p><p><strong>Jack of All Trades</strong><br />Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn&rsquo;t already include your proficiency bonus.</p><p><strong>Song of Rest</strong><br />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 13<sup>th</sup> level, and to 1d12 at 17th level.</p><p><strong>Bard College</strong><br />At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</p><p><strong>Expertise</strong><br />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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Font of Inspiration</strong><br />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><p><strong>Countercharm</strong><br />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 are incapacitated or silenced or if you voluntarily end it (no action required).</p><p><strong>Magical Secrets</strong><br />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 14<sup>th</sup> level and again at 18th level.</p><p><strong>Superior Inspiration</strong><br />At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.</p><h2>The Bard Table</h2><table style=\"border-color: #000000; background-color: #ffffff; margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"84\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"85\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"67\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"58\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"39\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Spellcasting, Bardic Inspiration (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Jack of All Trades, Song of Rest (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>5</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bard College, Expertise</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>6</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>7</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d8),Font of Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>8</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Countercharm, Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>9</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>10</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>11</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d8)</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>12</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d10), Expertise, Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>14</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d10)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>16</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets,</p><p>Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>18</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>20</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Superior Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5219,
            "name": "Bard",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>College of Swords</h1><p>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</p><p>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade&rsquo;s talent for the excitement it adds to a performance, but few entertainers fully trust them.</p><p>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves&rsquo; guilds or strike out on their own as adventurers.</p><p><strong>Bonus Proficiencies</strong><br />When you join the College of Blades at 3<sup>rd</sup> level, you gain proficiency with Medium Armor and with Scimitars.</p><p><strong>Fighting Style</strong><br />The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.</p><p><strong><em>Two-Weapon Fighting: </em></strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Blade Flourish</strong><br />At 3<sup>rd</sup> level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.</p><p><strong><em>Defensive Flourish: </em></strong>You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</p><p><strong><em>Trick Shooter&rsquo;s Flourish: </em></strong>This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.</p><p><strong><em>Unnerving Flourish: </em></strong>Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.</p><p>The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.</p><p><strong>Extra Attack</strong><br />Beginning at 6<sup>th</sup> level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Battle Magic</strong><br />At 14<sup>th</sup> 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><h2>Bard Base Class Features</h2><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per bard level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per bard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light armor<br /><strong>Weapons: </strong>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords<br /><strong>Tools: </strong>Three musical instruments of your choice<br /><strong>Saving Throws: </strong>Dexterity, Charisma<br /><strong>Skills: </strong>Choose any three</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a rapier, (b) a longsword, or (c) any simple weapon</li><li>(a) a diplomat&rsquo;s pack or (<em>b</em>) an entertainer's pack</li><li>(a) a lute or (<em>b</em>) any other musical instrument</li><li>Leather armor and a dagger</li></ul><p><strong>Spellcasting</strong><br />You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.</p><p><strong>Spell Slots</strong><br />The Bard 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.</p><p>For example, if you know the 1st-level spell <em>cure wounds </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>cure wounds </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know four 1st-level spells of your choice from the bard spell list.</p><p>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Ritual Casting</strong><br />You can cast any bard spell you know as a ritual if that spell has the ritual tag.</p><p><strong>Spellcasting Focus</strong><br />You can use a musical instrument as a spellcasting focus for your bard spells.</p><p><strong>Bardic Inspiration</strong><br />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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5<sup>th</sup> level, a d10 at 10th level, and a dl2 at 15th level.</p><p><strong>Jack of All Trades</strong><br />Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn&rsquo;t already include your proficiency bonus.</p><p><strong>Song of Rest</strong><br />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 13<sup>th</sup> level, and to 1d12 at 17th level.</p><p><strong>Bard College</strong><br />At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</p><p><strong>Expertise</strong><br />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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Font of Inspiration</strong><br />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><p><strong>Countercharm</strong><br />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 are incapacitated or silenced or if you voluntarily end it (no action required).</p><p><strong>Magical Secrets</strong><br />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 14<sup>th</sup> level and again at 18th level.</p><p><strong>Superior Inspiration</strong><br />At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.</p><h2>The Bard Table</h2><table style=\"border-color: #000000; background-color: #ffffff; margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"84\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"85\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"67\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"58\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"39\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Spellcasting, Bardic Inspiration (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Jack of All Trades, Song of Rest (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>5</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bard College, Expertise</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>6</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>7</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d8),Font of Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>8</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Countercharm, Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>9</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>10</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>11</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d8)</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>12</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d10), Expertise, Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>14</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d10)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>16</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets,</p><p>Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>18</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>20</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Superior Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5222,
            "name": "Bard: College of Swords",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>College of Satire</h1><p>Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king&rsquo;s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand&rsquo;s affair with an aged duchess or a mocking satire of a paladin of Helm&rsquo;s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.</p><p>While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester&rsquo;s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.</p><p>For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester&rsquo;s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.</p><p>Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist&rsquo;s treachery or exposing a baron&rsquo;s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.</p><p>Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies&rsquo; spirits while casting doubt into foes&rsquo; minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.</p><p><strong>Bonus Proficiencies</strong><br />When you join the College of Satire at 3<sup>rd</sup> level, you gain proficiency with thieves&rsquo; tools. You also gain proficiency in <a title=\"Sleight of Hand\" href=\"http://skill.com/sleight of hand\">Sleight of Hand</a> and one additional skill of your choice. If you are already proficient with thieves&rsquo; tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.</p><p><strong>Tumbling Fool</strong><br />At 3<sup>rd</sup> level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:</p><ul><li>You gain the benefits of taking the Dash and Disengage actions.</li><li>You gain a climbing speed equal to your current speed.</li><li>You take half damage from falling.</li></ul><p><strong>Fool&rsquo;s Insight</strong><br />At 6<sup>th</sup> level, your ability to gather stories and lore gains a supernatural edge. You can cast <a href=\"http://spell.com/detect thoughts\">Detect Thoughts</a> up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.</p><p>If a creature resists your attempt to probe deeper and succeeds at its saving throw against&nbsp; your <em>detect thoughts</em>, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.</p><p><strong>Fool&rsquo;s Luck</strong><br />Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.</p><p>At 14<sup>th</sup> level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.</p><p>If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.</p><h2>Bard Base Class Features</h2><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per bard level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per bard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light armor<br /><strong>Weapons: </strong>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords<br /><strong>Tools: </strong>Three musical instruments of your choice<br /><strong>Saving Throws: </strong>Dexterity, Charisma<br /><strong>Skills: </strong>Choose any three</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a rapier, (b) a longsword, or (c) any simple weapon</li><li>(a) a diplomat&rsquo;s pack or (<em>b</em>) an entertainer's pack</li><li>(a) a lute or (<em>b</em>) any other musical instrument</li><li>Leather armor and a dagger</li></ul><p><strong>Spellcasting</strong><br />You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.</p><p><strong>Spell Slots</strong><br />The Bard 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.</p><p>For example, if you know the 1st-level spell <em>cure wounds </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>cure wounds </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know four 1st-level spells of your choice from the bard spell list.</p><p>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Ritual Casting</strong><br />You can cast any bard spell you know as a ritual if that spell has the ritual tag.</p><p><strong>Spellcasting Focus</strong><br />You can use a musical instrument as a spellcasting focus for your bard spells.</p><p><strong>Bardic Inspiration</strong><br />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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5<sup>th</sup> level, a d10 at 10th level, and a dl2 at 15th level.</p><p><strong>Jack of All Trades</strong><br />Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn&rsquo;t already include your proficiency bonus.</p><p><strong>Song of Rest</strong><br />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 13<sup>th</sup> level, and to 1d12 at 17th level.</p><p><strong>Bard College</strong><br />At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.</p><p><strong>Expertise</strong><br />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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Font of Inspiration</strong><br />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><p><strong>Countercharm</strong><br />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 are incapacitated or silenced or if you voluntarily end it (no action required).</p><p><strong>Magical Secrets</strong><br />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 14<sup>th</sup> level and again at 18th level.</p><p><strong>Superior Inspiration</strong><br />At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.</p><h2>The Bard Table</h2><table style=\"border-color: #000000; background-color: #ffffff; margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"84\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"85\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"67\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"58\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"39\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"27\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"30\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Spellcasting, Bardic Inspiration (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Jack of All Trades, Song of Rest (d6)</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>5</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bard College, Expertise</p></td><td style=\"text-align: center;\" width=\"67\"><p>2</p></td><td style=\"text-align: center;\" width=\"58\"><p>6</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+2</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>7</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d8),Font of Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>8</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Countercharm, Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>9</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>10</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+3</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>11</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d8)</p></td><td style=\"text-align: center;\" width=\"67\"><p>3</p></td><td style=\"text-align: center;\" width=\"58\"><p>12</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d10), Expertise, Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>14</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+4</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>15</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d10)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>16</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets,</p><p>Bard College feature</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>18</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Bardic Inspiration (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+5</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>19</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Song of Rest (d12)</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>20</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Magical Secrets</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"84\"><p>+6</p></td><td style=\"text-align: center;\" width=\"85\"><p>Superior Inspiration</p></td><td style=\"text-align: center;\" width=\"67\"><p>4</p></td><td style=\"text-align: center;\" width=\"58\"><p>22</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"27\"><p>2</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td><td style=\"text-align: center;\" width=\"30\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5223,
            "name": "Bard: College of Satire",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5224,
            "name": "Cleric",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Knowledge Domain</h1><p>The gods of knowledge&mdash;including Oghma, Boccob, Gilean, Aureon, and Thoth&mdash;value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p><p><strong>&nbsp;</strong></p><p><strong>Knowledge Domain Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1st</p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Command\">Command</a>, <a href=\"http://spell.com/Identify\">Identify</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Augury\">Augury</a>, <a href=\"http://spell.com/Suggestion\">Suggestion</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5th</p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Nondetection\">Nondetection</a>, <a href=\"http://spell.com/Speak With Dead\">Speak With Dead</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7th</p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Arcane Eye\">Arcane Eye</a>, <a href=\"http://spell.com/Confusion\">Confusion</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9th</p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Legend Lore\">Legend Lore</a>, <a href=\"http://spell.com/Scrying\">Scrying</a></p></td></tr></tbody></table><p><strong>&nbsp;</strong></p><p><strong>Blessings of Knowledge</strong><br />At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Nature\">Nature</a>, or <a href=\"http://skill.com/Religion\">Religion</a>. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.</p><p><strong>Channel Divinity: Knowledge of the Ages</strong><br />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: Read Thoughts</strong><br />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.</p><p>As an action, choose one creature that you can see within 60 feet 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.</p><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 <a href=\"http://spell.com/Suggestion\">Suggestion</a> 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><br />Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p><strong>Visions of the Past</strong><br />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.</p><p>Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><p><strong><em>Object Reading</em></strong><em>. </em>Holding an object as you meditate, you can see visions of the object&rsquo;s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell 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 1 additional minute for each owner to learn the same information about that creature.</p><p><strong><em>Area Reading.</em></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><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5225,
            "name": "Cleric: Knowledge Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Life Domain</h1><p>The Life domain focuses on the vibrant positive energy&mdash;one of the fundamental forces of the universe&mdash; that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).</p><p><strong>Life Domain Spells</strong><em> <br /></em></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Bless\">Bless</a>, <a href=\"http://spell.com/Cure Wounds\">Cure Wounds</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Lesser Restoration\">Lesser Restoration</a>, <a href=\"http://spell.com/Spiritual Weapon\">Spiritual Weapon</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Beacon of Hope\">Beacon of Hope</a>, <a href=\"http://spell.com/Revivify\">Revivify</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Death Ward\">Death Ward</a>, <a href=\"http://spell.com/Guardian of Faith\">Guardian of Faith</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Mass Cure Wounds\">Mass Cure Wounds</a>, <a href=\"http://spell.com/Raise Dead\">Raise Dead</a></p></td></tr></tbody></table><p><strong>Bonus Proficiency</strong><br />When you choose this domain at 1st level, you gain proficiency with Heavy Armor.</p><p><strong>Disciple of Life</strong><br />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&rsquo;s level.</p><p><strong>Channel Divinity: Preserve Life</strong><br />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&rsquo;t use this feature on an undead or a construct.</p><p><strong>Blessed Healer</strong><br />Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1<sup>st</sup> 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><br />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.</p><p><strong>Supreme Healing</strong><br />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><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5226,
            "name": "Cleric: Life Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Light Domain</h1><p>Gods of light&mdash;including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty&mdash;promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics o f a god of light are enlightened souls infused with radiance and the power of their gods&rsquo; discerning vision, charged with chasing away lies and burning away darkness.</p><p><strong>Light Domain Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Burning Hands\">Burning Hands</a>, <a href=\"http://spell.com/Faerie Fire\">Faerie Fire</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Flaming Sphere\">Flaming Sphere</a>, <a href=\"http://spell.com/Scorching Ray\">Scorching Ray</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Daylight\">Daylight</a>, <a href=\"http://spell.com/Fireball\">Fireball</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Guardian of Faith\">Guardian of Faith</a>, <a href=\"http://spell.com/Wall of Fire\">Wall of Fire</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><a href=\"http://spell.com/Flame Strike\">Flame Strike</a>, <a href=\"http://spell.com/Scrying\">Scrying</a></p></td></tr></tbody></table><p><strong>Bonus Cantrip</strong><br />When you choose this domain at 1st level, you gain the <a href=\"http://spell.com/Light\">Light</a> cantrip if you don&rsquo;t already know it.</p><p><strong>Warding Flare</strong><br />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. 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: Radiance of the Dawn</strong><br />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><p><strong>Improved Flare</strong><br />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><p><strong>Potent Spellcasting</strong><br />Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p><strong>Corona of Light</strong><br />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><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5227,
            "name": "Cleric: Light Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Nature Domain</h1><p>Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.</p><p><strong>Nature Domain Spells <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Animal Friendship\">Animal Friendship</a>, <a href=\"http://spell.com/Speak With Animals\">Speak With Animals</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3rd</p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Barkskin\">Barkskin</a>, <a href=\"http://spell.com/Spike Growth\">Spike Growth</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Plant Growth\">Plant Growth</a>, <a href=\"http://spell.com/Wind Wall\">Wind Wall</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dominate Beast\">Dominate Beast</a>, <a href=\"http://spell.com/Grasping Vine\">Grasping Vine</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Insect Plague\">Insect Plague</a>, <a href=\"http://spell.com/Tree Stride\">Tree Stride</a></em></p></td></tr></tbody></table><p><strong>Acolyte of Nature</strong><br />At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Nature\">Nature</a>, or <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Bonus Proficiency</strong><br />Also at 1st level, you gain proficiency with Heavy Armor.</p><p><strong>Channel Divinity: Charm Animals and Plants</strong><br />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><p><strong>Dampen Elements</strong><br />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><br />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><br />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><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5228,
            "name": "Cleric: Nature Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Tempest Domain</strong></h1><p>Gods whose portfolios include the Tempest domain - including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor&mdash;govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.</p><p><strong>Tempest Domain Spells <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Fog Cloud\">Fog Cloud</a>, <a href=\"http://spell.com/Thunderwave\">Thunderwave</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Gust of Wind\">Gust of Wind</a>, <a href=\"http://spell.com/Shatter\">Shatter</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Call Lightning\">Call Lightning</a>, <a href=\"http://spell.com/Sleet Storm\">Sleet Storm</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Control Water\">Control Water</a>, <a href=\"http://spell.com/Ice Storm\">Ice Storm</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9th</p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Destructive Wave\">Destructive Wave</a>, <a href=\"http://spell.com/Insect Plague\">Insect Plague</a></em></p></td></tr></tbody></table><p><strong>Bonus Proficiencies</strong><br />At 1st level, you gain proficiency with Martial Weapons and Heavy Armor.</p><p><strong>Wrath of the Storm</strong><br />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><p><strong>Channel Divinity: Destructive Wrath</strong><br />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><p><strong>Thunderbolt Strike</strong><br />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><br />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><br />At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.</p><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5229,
            "name": "Cleric: Tempest Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h3>Trickery Domain</h3><p>Gods of trickery&mdash;such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki&mdash;are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They&rsquo;re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.</p><p><strong>Trickery Domain Spells <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Charm Person\">Charm Person</a>, <a href=\"http://spell.com/Disguise Self\">Disguise Self</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Mirror Image\">Mirror Image</a>, <a href=\"http://spell.com/Pass Without Trace\">Pass Without Trace</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Blink\">Blink</a>, <a href=\"http://spell.com/Dispel Magic\">Dispel Magic</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dimension Door\">Dimension Door</a>, <a href=\"http://spell.com/Polymorph\">Polymorph</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9th</p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dominate Person\">Dominate Person</a>, <a href=\"http://spell.com/Modify Memory\">Modify Memory</a></em></p></td></tr></tbody></table><p><strong>Blessing of the Trickster</strong><br />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: Invoke Duplicity</strong><br />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&rsquo;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><p><strong>Channel Divinity: Cloak of Shadows</strong><br />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><p><strong>Divine Strike</strong><br />At 8th level, you gain the ability to infuse your weapon strikes with poison&mdash;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 increases to 2d8</p><p><strong>Improved Duplicity</strong><br />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><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5230,
            "name": "Cleric: Trickery Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>War Domain</h1><p>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.</p><p><strong>&nbsp;</strong></p><p><strong>War Domain Spells <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Divine Favor\">Divine Favor</a>, <a href=\"http://spell.com/Shield of Faith\">Shield of Faith</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Magic Weapon\">Magic Weapon</a>, <a href=\"http://spell.com/Spiritual Weapon\">Spiritual Weapon</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>5<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Crusader's Mantle\">Crusader's Mantle</a>, <a href=\"http://spell.com/Spirit Guardians\">Spirit Guardians</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>7<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Freedom of Movement\">Freedom of Movement</a>, <a href=\"http://spell.com/Stoneskin\">Stoneskin</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>9th</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Flame Strike\">Flame Strike</a>, <a href=\"http://spell.com/Hold Monster\">Hold Monster</a></em></p></td></tr></tbody></table><p><strong>Bonus Proficiencies</strong><br />At 1st level, you gain proficiency with Martial Weapons and Heavy Armor.</p><p><strong>War Priest</strong><br />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). You regain all expended uses when you finish a long rest.</p><p><strong>Channel Divinity: Guided Strike</strong><br />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><p><strong>Channel Divinity: War God&rsquo;s Blessing</strong><br />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><p><strong>Divine Strike</strong><br />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><br />At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</p><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5231,
            "name": "Cleric: War Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Arcana Domain</h1><p>Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.</p><p>The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.</p><p>&nbsp;</p><p><strong>Arcana Domain Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Detect Magic\">Detect Magic</a>, <a href=\"http://spell.com/Magic Missile\">Magic Missile</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Magic Weapon\">Magic Weapon</a>, <a href=\"http://spell.com/Nystul's Magic Aura\">Nystul's Magic Aura</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>5<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dispel Magic\">Dispel Magic</a>, <a href=\"http://spell.com/Magic Circle\">Magic Circle</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>7<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Arcane Eye\">Arcane Eye</a>, <a href=\"http://spell.com/Leomund's Secret Chest\">Leomund's Secret Chest</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>9th</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Planar Binding\">Planar Binding</a>, <a href=\"http://spell.com/Teleportation Circle\">Teleportation Circle</a></em></p></td></tr></tbody></table><p><strong>Arcane Initiate</strong><br />When you choose this domain at 1st level, you gain proficiency in the <a href=\"http://skill.com/Arcana\">Arcana</a> skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.</p><p><strong>Channel Divinity: Arcane Abjuration</strong><br />Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.</p><p>As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use 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><p>After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the <a href=\"http://spell.com/Banishment\">Banishment</a> spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.</p><p><strong>Arcane Banishment</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Banishes Creatures of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Spell Breaker</strong><br />Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.</p><p><strong>Potent Spellcasting</strong><br />Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p><strong>Arcane Mastery</strong><br />At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.</p><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5232,
            "name": "Cleric: Arcana Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Death Domain</h1><p>The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubi . Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!).</p><p><strong>Death Domain Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/False Life\">False Life</a>, <a href=\"http://spell.com/Ray of Sickness\">Ray of Sickness</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Blindness/Deafness\">Blindness/Deafness</a>, <a href=\"http://spell.com/Ray of Enfeeblement\">Ray of Enfeeblement</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Animate Dead\">Animate Dead</a>, <a href=\"http://spell.com/Vampiric Touch\">Vampiric Touch</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Blight\">Blight</a>, <a href=\"http://spell.com/Death Ward\">Death Ward</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>9th</p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Antilife Shell\">Antilife Shell</a>, <a href=\"http://spell.com/Cloud Kill\">Cloud Kill</a></em></p></td></tr></tbody></table><p><strong>Bonus Proficiency</strong><br />When the cleric chooses this domain at 1st level, he or she gains proficiency with Martial Weapons.</p><p><strong>Reaper</strong><br />At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.</p><p><strong>Channel Divinity: Touch of Death</strong><br />Starrting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.</p><p>When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.</p><p><strong>Inescapable Destruction</strong><br />Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.</p><p><strong>Divine Strike</strong><br />At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.</p><p><strong>Improved Reaper</strong><br />Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.</p><h1>Cleric Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per cleric level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per cleric level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>All Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, <a href=\"http://skill.com/persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a mace or (b) a warhammer (if proficient)</li><li>(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</li><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a priest&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A shield and a holy symbol</li></ul><p><strong>Spellcasting</strong><br />As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p><p><strong>Preparing and Casting Spells</strong><br />The Cleric 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.</p><p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your cleric spells.</p><p><strong>Divine Domain</strong><br />Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</p><p><strong>Domain Spells</strong><br />Each domain has a list of spells&mdash;its domain spells&mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day.</p><p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</p><p><strong>Channel Divinity</strong><br />At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</p><p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</p><p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</p><p><strong>Channel Divinity: Turn Undead</strong><br />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.</p><p>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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Destroy Undead</strong><br />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><p><strong>Destroy Undead <br /></strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Cleric Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Destroys Undead of CR</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>&frac12; or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>1 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>11th</p></td><td style=\"text-align: center;\" width=\"319\"><p>2 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>3 or lower</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>17th</p></td><td style=\"text-align: center;\" width=\"319\"><p>4 or lower</p></td></tr></tbody></table><p><strong>Divine Intervention</strong><br />Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</p><p>Imploring your deity&rsquo;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&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.</p><h1>The Cleric Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"52\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"94\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"105\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"74\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"31\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"32\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"37\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Spellcasting, Divine Domain</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (1/rest), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>3</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+2</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR &frac12;)</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (2/rest), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+3</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>4</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 2)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+4</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 3)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+5</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Destroy Undead (CR 4), Divine Domain feature</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Channel Divinity (3/rest)</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Ability Score improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"52\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"94\"><p>+6</p></td><td style=\"text-align: center;\" width=\"105\"><p>Divine Intervention improvement</p></td><td style=\"text-align: center;\" width=\"74\"><p>5</p></td><td style=\"text-align: center;\" width=\"31\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"32\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>3</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>2</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td><td style=\"text-align: center;\" width=\"37\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5233,
            "name": "Cleric: Death Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Druid Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per druid level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per druid level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields (druids will not wear armor or use shields made of metal)<br /><strong>Weapons: </strong>Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings &amp; Spears<br /><strong>Tools: </strong>Herbalism kit<br /><strong>Saving Throws: </strong>Intelligence, Wisdom<br /><strong>Skills:</strong> Choose two from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Medicine\">Medicine</a>, <a href=\"http://skill.com/Nature\">Nature</a>, <a href=\"http://skill.com/Perception\">Perception</a>, <a href=\"http://skill.com/Religion\">Religion</a>, and <a href=\"http://skill.com/Survival\">Survival</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a wooden shield or (b) any simple weapon</li><li>(a) a scimitar or (b) any simple melee weapon</li><li>Leather armor, an explorer&rsquo;s pack, and a druidic focus</li></ul><p><strong>Druidic</strong><br />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&rsquo;s presence with a successful DC 15 Wisdom (Perception) check but can&rsquo;t decipher it without magic.</p><p><strong>Spellcasting</strong><br />Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.</p><p><strong>Cantrips</strong><br />At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.</p><p><strong>Preparing and Casting Spells</strong><br />The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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.</p><p>You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Wisdom modifier</p><p><strong>Ritual Casting</strong><br />You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use a druidic focus as a spellcasting focus for your druid spells.</p><p><strong>Wild Shape</strong><br />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&rsquo;t have a flying or swimming speed.</p><p><strong>Beast Shapes</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"120\"><p><strong>Max CR</strong></p></td><td style=\"text-align: center;\" width=\"298\"><p><strong>Limitations</strong></p></td><td style=\"text-align: center;\" width=\"160\"><p><strong>Example</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"120\"><p>&frac14;</p></td><td style=\"text-align: center;\" width=\"298\"><p>No flying or swimming speed</p></td><td style=\"text-align: center;\" width=\"160\"><p>Wolf</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"120\"><p>&frac12;</p></td><td style=\"text-align: center;\" width=\"298\"><p>No flying speed</p></td><td style=\"text-align: center;\" width=\"160\"><p>Crocodile</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"120\"><p>1</p></td><td style=\"text-align: center;\" width=\"298\"><p>---</p></td><td style=\"text-align: center;\" width=\"160\"><p>Giant eagle</p></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><p>While you are transformed, the following rules apply:</p><ul><li>Your 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 proficiencies, 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&rsquo;s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.</li><li>When you transform, you assume the beast&rsquo;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&rsquo;t reduce your normal form to 0 hit points, you aren&rsquo;t knocked unconscious.</li><li>You can&rsquo;t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn&rsquo;t break your concentration on a spell you&rsquo;ve already cast, however, or prevent you from taking actions that are part of a spell, such as <em>call lightning, </em>that you&rsquo;ve already cast.</li><li>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&rsquo;t use any of your special senses, such as darkvision, unless your new form also has that sense.</li><li>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 creature&rsquo;s shape and size. Your equipment doesn&rsquo;t change size or shape to match the new form, and any equipment that the new form can&rsquo;t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.</li></ul><p><strong>Druid Circle</strong><br />At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Timeless Body</strong><br />Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.</p><p><strong>Beast Spells</strong><br />Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren&rsquo;t able to provide material components.</p><p><strong>Archdruid</strong><br />At 20th level, you can use your Wild Shape an unlimited number of times.</p><p>Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren&rsquo;t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.</p><h1>The Druid Table<strong> <br /></strong></h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"50\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"90\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"73\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"72\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"35\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"39\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"36\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+2</p></td><td style=\"text-align: center;\" width=\"73\"><p>Druidic, Spellcasting</p></td><td style=\"text-align: center;\" width=\"72\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>2</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+2</p></td><td style=\"text-align: center;\" width=\"73\"><p>Wild Shape, Druid Circle</p></td><td style=\"text-align: center;\" width=\"72\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>3</p></td><td style=\"text-align: center;\" width=\"39\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+2</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>2</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+2</p></td><td style=\"text-align: center;\" width=\"73\"><p>Wild Shape Improvement, Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+3</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+3</p></td><td style=\"text-align: center;\" width=\"73\"><p>Druid Circle Feature</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+3</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+3</p></td><td style=\"text-align: center;\" width=\"73\"><p>Wild Shape Improvement, Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+4</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>3</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+4</p></td><td style=\"text-align: center;\" width=\"73\"><p>Druid Circle Feature</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+4</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+4</p></td><td style=\"text-align: center;\" width=\"73\"><p>Ability Score Improvement4</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+5</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+5</p></td><td style=\"text-align: center;\" width=\"73\"><p>Druid Circle Feature</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+5</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+5</p></td><td style=\"text-align: center;\" width=\"73\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+6</p></td><td style=\"text-align: center;\" width=\"73\"><p>--</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+6</p></td><td style=\"text-align: center;\" width=\"73\"><p>Timeless Body, Beast Spells</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+6</p></td><td style=\"text-align: center;\" width=\"73\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"50\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"90\"><p>+6</p></td><td style=\"text-align: center;\" width=\"73\"><p>Archdruid</p></td><td style=\"text-align: center;\" width=\"72\"><p>4</p></td><td style=\"text-align: center;\" width=\"35\"><p>4</p></td><td style=\"text-align: center;\" width=\"39\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>3</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>2</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td><td style=\"text-align: center;\" width=\"36\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5234,
            "name": "Druid",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Fighter Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per fighter level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher </strong><strong>Levels:</strong> 1d10 (or 6) + your Constitution modifier per fighter level after 1<sup>st</sup></p><p><strong>Proficiencies<br />Armor:</strong> All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills:</strong> Choose two skills from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, and <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) chain mail or (b) leather, longbow, and 20 arrows</li><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) a light c rossbow and 20 bolts or (b) two handaxes</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li></ul><p><strong>Fighting Style</strong><br />You adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Second Wind<br /></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again.</p><p><strong>Action Surge</strong><br />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.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17<sup>th</sup> level, you can use it twice before a rest, but only once on the same turn.</p><p><strong>Martial Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>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><p><strong>Indomitable</strong><br />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&rsquo;t use this feature again until you finish a long rest.</p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><h1>The Fighter Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"145\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"162\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"331\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Fighting Style, Second Wind</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (on use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Imdomitable (one use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (2)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Indomitable (two uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (two uses), Imdomitable (three uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (3)</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5237,
            "name": "Fighter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h3>Purple Dragon Knight</h3><p>Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.</p><p>A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.</p><p>A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.</p><p><strong>Restriction: Knighthood</strong><br />Purple Dragon knights are tied to a specific order of Cormyrean knighthood.</p><p><strong>Banneret </strong>serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.</p><p><strong>Rallying Cry</strong><br />When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.</p><p>When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.</p><p><strong>Royal Envoy</strong><br />A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.</p><p>At 7th level, you gain proficiency in the <a href=\"http://skill.com/Persuasion\">Persuasion</a> skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, or <a href=\"http://skill.com/Performance\">Performance</a>.</p><p>Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.</p><p><strong>Inspiring Surge</strong><br />Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.</p><p>Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.</p><p><strong>Bulwark</strong><br />Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.</p><h1>Fighter Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per fighter level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher </strong><strong>Levels:</strong> 1d10 (or 6) + your Constitution modifier per fighter level after 1<sup>st</sup></p><p><strong>Proficiencies<br />Armor:</strong> All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills:</strong> Choose two skills from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, and <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) chain mail or (b) leather, longbow, and 20 arrows</li><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) a light c rossbow and 20 bolts or (b) two handaxes</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li></ul><p><strong>Fighting Style</strong><br />You adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Second Wind<br /></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again.</p><p><strong>Action Surge</strong><br />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.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17<sup>th</sup> level, you can use it twice before a rest, but only once on the same turn.</p><p><strong>Martial Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>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><p><strong>Indomitable</strong><br />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&rsquo;t use this feature again until you finish a long rest.</p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><h1>The Fighter Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"145\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"162\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"331\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Fighting Style, Second Wind</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (on use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Imdomitable (one use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (2)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Indomitable (two uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (two uses), Imdomitable (three uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (3)</p></td></tr></tbody></table><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5241,
            "name": "Fighter: Purple Dragon Knight/Banneret",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Cavalier</h1><p>The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.</p><p><strong>Bonus Proficiencies</strong><br />When you choose this archetype at 3<sup>rd</sup> level, you gain proficiency in two of the following skills of your choice: <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Performance\">Performance</a>, or <a href=\"http://skill.com/Persuasion\">Persuasion</a>. You can choose to gain one tool proficiency in place of one skill proficiency.</p><p><strong>Born to the Saddle</strong><br />At 3<sup>rd</sup> level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.</p><p><strong>Combat Superiority</strong><br />At 3<sup>rd</sup> level, you gain a set of abilities that are fueled by special dice called superiority dice.</p><p><strong><em>Superiority Dice. </em></strong>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 7<sup>th</sup> level and one more at 15<sup>th</sup> level.</p><p><strong><em>Using Superiority Dice. </em></strong>You can expend superiority dice to gain a number of different benefits:</p><ul><li>When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.</li><li>When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</li><li>When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</li><li>If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount&rsquo;s AC. If the attack still hits, you or your mount take half damage from it.</li></ul><p><strong>Ferocious Charger</strong><br />At 7<sup>th</sup> level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.</p><p><strong>Improved Combat Superiority</strong><br />At 10<sup>th</sup> level, your superiority dice turn into d10s. At 18<sup>th</sup> level, they turn into d12s.</p><p><strong>Relentless</strong><br />Starting at 15<sup>th</sup> level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</p><h1>Fighter Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per fighter level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher </strong><strong>Levels:</strong> 1d10 (or 6) + your Constitution modifier per fighter level after 1<sup>st</sup></p><p><strong>Proficiencies<br />Armor:</strong> All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills:</strong> Choose two skills from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, and <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) chain mail or (b) leather, longbow, and 20 arrows</li><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) a light c rossbow and 20 bolts or (b) two handaxes</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li></ul><p><strong>Fighting Style</strong><br />You adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Second Wind<br /></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again.</p><p><strong>Action Surge</strong><br />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.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17<sup>th</sup> level, you can use it twice before a rest, but only once on the same turn.</p><p><strong>Martial Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>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><p><strong>Indomitable</strong><br />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&rsquo;t use this feature again until you finish a long rest.</p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><h1>The Fighter Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"145\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"162\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"331\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Fighting Style, Second Wind</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (on use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Imdomitable (one use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (2)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Indomitable (two uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (two uses), Imdomitable (three uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (3)</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5242,
            "name": "Fighter: Cavalier",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Scout</h1><p>The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.</p><p><strong>Bonus Proficiencies</strong><br />When you choose this archetype at 3<sup>rd</sup> level, you gain proficiency in three of the following skills of your choice: <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Medicine\">Medicine</a>, <a href=\"http://skill.com/Nature\">Nature</a>, <a href=\"http://skill.com/Perception\">Perception</a>, <a href=\"http://skill.com/Stealth\">Stealth</a>, or <a href=\"http://skill.com/Survival\">Survival</a>. You can choose to gain proficiency with thieves&rsquo; tools in place of one skill choice.</p><p><strong>Combat Superiority</strong><br />At 3<sup>rd</sup> level, you gain a set of abilities that are fueled by special dice called superiority dice.</p><p><strong><em>Superiority Dice. </em></strong>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 long or short rest. You gain another superiority die at 7<sup>th</sup> level and one more at 15<sup>th</sup> level.</p><p><strong><em>Using Superiority Dice. </em></strong>You can expend superiority dice to gain a number of different benefits:</p><ul><li>When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.</li><li>When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</li><li>If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.</li></ul><p><strong>Natural Explorer</strong><br />At 3<sup>rd</sup> level, you gain the ranger class feature of the same name, with the following alteration: You choose additional favored terrain types at 7<sup>th</sup> and 15<sup>th</sup> level.</p><p><strong>Improved Combat Superiority</strong><br />At 10<sup>th</sup> level, your superiority dice turn into d10s. At 18<sup>th</sup> level, they turn into d12s.</p><p><strong>Relentless</strong><br />Starting at 15<sup>th</sup> level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</p><h1>Fighter Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per fighter level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher </strong><strong>Levels:</strong> 1d10 (or 6) + your Constitution modifier per fighter level after 1<sup>st</sup></p><p><strong>Proficiencies<br />Armor:</strong> All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills:</strong> Choose two skills from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, and <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) chain mail or (b) leather, longbow, and 20 arrows</li><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) a light c rossbow and 20 bolts or (b) two handaxes</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li></ul><p><strong>Fighting Style</strong><br />You adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Second Wind<br /></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again.</p><p><strong>Action Surge</strong><br />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.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17<sup>th</sup> level, you can use it twice before a rest, but only once on the same turn.</p><p><strong>Martial Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>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><p><strong>Indomitable</strong><br />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&rsquo;t use this feature again until you finish a long rest.</p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><h1>The Fighter Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"145\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"162\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"331\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Fighting Style, Second Wind</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (on use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Imdomitable (one use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (2)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Indomitable (two uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (two uses), Imdomitable (three uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (3)</p></td></tr></tbody></table><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5243,
            "name": "Fighter: Scout",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Monk Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per monk level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per monk level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Simple Weapons, Shortswords<br /><strong>Tools: </strong>Choose one type of artisan&rsquo;s tools or one musical instrument<br /><strong>Saving Throws: </strong>Strength, Dexterity<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Religion\">Religion</a>, and <a href=\"http://skill.com/Stealth\">Stealth</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a shortsword or (b) any simple weapon</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>10 darts</li></ul><p><strong>Unarmored Defense</strong><br />Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</p><p><strong>Martial Arts</strong><br />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&rsquo;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&rsquo;t wearing armor or wielding a shield:</p><ul><li>You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</li><li>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.</li><li>When you use 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 quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.</li></ul><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.</p><p><strong>Ki</strong><br />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.</p><p>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.</p><p>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&rsquo;s effects. The saving throw DC is calculated as follows:</p><p><strong>Ki save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier</p><p><strong>Flurry of Blows</strong><br />Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.</p><p><strong>Patient Defense</strong><br />You can spend 1 ki point to take the Dodge action as a bonus action on your turn.</p><p><strong>Step of the Wind</strong><br />You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.</p><p><strong>Unarmored Movement</strong><br />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><p><strong>Monastic Tradition</strong><br />When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.</p><p><strong>Deflect Missiles</strong><br />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><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Slow Fall</strong><br />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><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Stunning Strike</strong><br />Starting at 5th level, you can interfere with the flow of ki in an opponent&rsquo;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><p><strong>Ki-Empowered Strikes</strong><br />Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><p><strong>Evasion</strong><br />At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon&rsquo;s lightning breath or a <em>fireball </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.</p><p><strong>Stillness of Mind</strong><br />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><p><strong>Purity of Body</strong><br />At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.</p><p><strong>Tongue of the Sun and Moon</strong><br />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><p><strong>Diamond Soul</strong><br />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><p><strong>Timeless Body</strong><br />At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.</p><p><strong>Empty Body</strong><br />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. Additionally, you can spend 8 ki points to cast the <a href=\"http://spell.com/Astral Projection\">Astral Projection</a> spell, without needing material components. When you do so, you can&rsquo;t take any other creatures with you.</p><p><strong>Perfect Self</strong><br />At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.</p><h1>The Monk Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"55\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"114\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"90\"><p><strong>Martial Arts</strong></p></td><td style=\"text-align: center;\" width=\"78\"><p><strong>Ki Points</strong></p></td><td style=\"text-align: center;\" width=\"144\"><p><strong>Unarmored Movement</strong></p></td><td style=\"text-align: center;\" width=\"157\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+2</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d4</p></td><td style=\"text-align: center;\" width=\"78\"><p>--</p></td><td style=\"text-align: center;\" width=\"144\"><p>--</p></td><td style=\"text-align: center;\" width=\"157\"><p>Unarmored Defense, Martial Arts</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+2</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d4</p></td><td style=\"text-align: center;\" width=\"78\"><p>2</p></td><td style=\"text-align: center;\" width=\"144\"><p>+10 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ki, Unarmored Movement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+2</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d4</p></td><td style=\"text-align: center;\" width=\"78\"><p>3</p></td><td style=\"text-align: center;\" width=\"144\"><p>+10 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Monastic Tradition, Deflect Missiles</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+2</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d4</p></td><td style=\"text-align: center;\" width=\"78\"><p>4</p></td><td style=\"text-align: center;\" width=\"144\"><p>+10 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ability Score Improvement, Slow Fall</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+3</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>5</p></td><td style=\"text-align: center;\" width=\"144\"><p>+10 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Extra Attack, Stunning Strike</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+3</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>6</p></td><td style=\"text-align: center;\" width=\"144\"><p>+15 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ki-Empowered Strikes, Monastic Tradition feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+3</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>7</p></td><td style=\"text-align: center;\" width=\"144\"><p>+15 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Evasion, Stillness of Mind</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+3</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>8</p></td><td style=\"text-align: center;\" width=\"144\"><p>+15 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+4</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>9</p></td><td style=\"text-align: center;\" width=\"144\"><p>+15 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Unarmored Movement improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+4</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"78\"><p>10</p></td><td style=\"text-align: center;\" width=\"144\"><p>+20 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Purity of Body</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+4</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>11</p></td><td style=\"text-align: center;\" width=\"144\"><p>+20 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Monastic Tradition feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+4</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>12</p></td><td style=\"text-align: center;\" width=\"144\"><p>+20 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+5</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>13</p></td><td style=\"text-align: center;\" width=\"144\"><p>+20 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Tongue of the Sun and Moon</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+5</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>14</p></td><td style=\"text-align: center;\" width=\"144\"><p>+25 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Diamond Soul</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+5</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>15</p></td><td style=\"text-align: center;\" width=\"144\"><p>+25 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Timeless Body</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+5</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d8</p></td><td style=\"text-align: center;\" width=\"78\"><p>16</p></td><td style=\"text-align: center;\" width=\"144\"><p>+25 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+6</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d10</p></td><td style=\"text-align: center;\" width=\"78\"><p>17</p></td><td style=\"text-align: center;\" width=\"144\"><p>+25 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Monastic Tradition feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+6</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d10</p></td><td style=\"text-align: center;\" width=\"78\"><p>18</p></td><td style=\"text-align: center;\" width=\"144\"><p>+30 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Empty Body</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+6</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d10</p></td><td style=\"text-align: center;\" width=\"78\"><p>19</p></td><td style=\"text-align: center;\" width=\"144\"><p>+30 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"55\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"114\"><p>+6</p></td><td style=\"text-align: center;\" width=\"90\"><p>1d10</p></td><td style=\"text-align: center;\" width=\"78\"><p>20</p></td><td style=\"text-align: center;\" width=\"144\"><p>+30 ft</p></td><td style=\"text-align: center;\" width=\"157\"><p>Perfect Self</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5244,
            "name": "Monk",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Paladin Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per paladin level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per paladin level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Medicine\">Medicine</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) five javelins or (b) any simple melee weapon</li><li>(a) a priest&rsquo;s pack or (b<em>) </em>an explorer&rsquo;s pack</li><li>Chain mail and a holy symbol</li></ul><p><strong>Divine Sense<br /></strong>The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the <a href=\"http://spell.com/Hallow\">Hallow</a> spell.</p><p>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><p><strong>Lay on Hands</strong><br />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.</p><p>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.</p><p>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.</p><p>This feature has no effect on undead and constructs.</p><p><strong>Fighting Style</strong><br />At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Spellcasting</strong><br />By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.</p><p><strong>Preparing and Casting Spells</strong><br />The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, 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.</p><p>You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds, </em>you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use a holy symbol as a spellcasting focus for your paladin spells.</p><p><strong>Divine Smite</strong><br />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&rsquo;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><p><strong>Divine Health</strong><br />By 3rd level, the divine magic flowing through you makes you immune to disease.</p><p><strong>Sacred Oath</strong><br />When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.</p><p>Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.</p><p><strong>Oath Spells</strong><br />Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don&rsquo;t count against the number of spells you can prepare each day. If you gain an oath spell that doesn&rsquo;t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.</p><p><strong>Channel Divinity</strong><br />Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.</p><p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Aura of Protection</strong><br />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.</p><p>At 18th level, the range of this aura increases to 30 feet.</p><p><strong>Aura of Courage</strong><br />Starting at 10th level, you and friendly creatures within 10 feet of you can&rsquo;t be frightened while you are conscious.</p><p>At 18th level, the range of this aura increases to 30 feet.</p><p><strong>Improved Divine Smite</strong><br />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><p><strong>Cleansing Touch</strong><br />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><h1>The Paladin Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"80\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>5th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Divine Sense, Lay on Hands</p></td><td style=\"text-align: center;\" width=\"80\"><p>--</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Fighting Style, Spellcasting, Divine Smite</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Divine Health, Sacred Oath</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Extra Attack</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Aura of Protection</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Sacred Oath feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>--</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Aura of Courage</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Improved Divine Smite</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>--</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Cleansing Touch</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Sacred Oath feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>--</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Aura improvements</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Sacred Oath feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5250,
            "name": "Paladin",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Ranger Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per ranger level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per ranger level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Strength, Dexterity<br /><strong>Skills: </strong>Choose three from <a href=\"http://spell.com/Animal Handling\">Animal Handling</a>, <a href=\"http://spell.com/Athletics\">Athletics</a>, <a href=\"http://spell.com/Insight\">Insight</a>, <a href=\"http://spell.com/Investigation\">Investigation</a>, <a href=\"http://spell.com/Nature\">Nature</a>, <a href=\"http://spell.com/Perception\">Perception</a>, <a href=\"http://spell.com/Stealth\">Stealth</a>, and <a href=\"http://spell.com/Survival\">Survival</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) scale mail or (b) leather armor</li><li>(a) two shortswords or (b) two simple melee weapons</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A longbow and a quiver of 20 arrows</li></ul><p><strong>Favored Enemy</strong><br />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: 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 orc s) as favored enemies.</p><p>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p><p>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.</p><p>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.</p><p><strong>Natural Explorer</strong><br />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 favored terrain, your proficiency bonus is doubled if you are using a skill that you&rsquo;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&rsquo;t slow your group&rsquo;s travel.</li><li>Your group can&rsquo;t become lost except by magical means.</li><li>Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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 their exact number, their sizes, and how long ago they passed through the area.</li></ul><p>You choose additional favored terrain types at 6<sup>th</sup> and 10th level.</p><p><strong>Fighting Style</strong><br />At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Spellcasting</strong><br />By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.</p><p><strong>Spell Slots</strong><br />The Ranger 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.</p><p>For example, if you know the 1st-level spell <em>animal friendship </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>animal friendship </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the ranger spell list.</p><p>The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ranger Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.</p><p><strong>Primeval Awareness</strong><br />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&rsquo;t reveal the creatures&rsquo; location or number.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Land&rsquo;s Stride</strong><br />Starting at 8th 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.</p><p>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the <a href=\"http://spell.com/Entangle\">Entangle</a> spell.</p><p><strong>Hide in Plain Sight</strong><br />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.</p><p>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><p><strong>Vanish</strong><br />Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can&rsquo;t be tracked by nonmagical means, unless you choose to leave a trail.</p><p><strong>Feral Senses</strong><br />At 18th level, you gain preternatural senses that help you fight creatures you can&rsquo;t see. When you attack a creature you can&rsquo;t see, your inability to see it doesn&rsquo;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&rsquo;t hidden from you and you aren&rsquo;t blinded or deafened.</p><p><strong>Foe Slayer</strong><br />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><h1>The Ranger Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"71\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>5<sup>th</sup></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy, Natural Explorer</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Fighting Style, Spellcasting</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype, Primeval Awareness</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Extra Attack</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy and Natural Explorer improvements</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement, Land&rsquo;s Stride</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Natural Explorer improvement, Hide in Plain Sight</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy improvement, Vanish</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Feral Senses</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Foe Slayer</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5256,
            "name": "Ranger",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Rogue Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per rogue level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per rogue level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords<br /><strong>Tools: </strong>Thieves&rsquo; Tools<br /><strong>Saving Throws: </strong>Dexterity. Intelligence<br /><strong>Skills: </strong>Choose four from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/Deception\">Deception</a>. <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, <a href=\"http://skill.com/Performance\">Performance</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, <a href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a>, and <a href=\"http://skill.com/Stealth\">Stealth</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a rapier or (b) a shortsword</li><li>(a) a shortbow and quiver of 20 arrows or (b) a shortsword</li><li>(a) a burglar&rsquo;s pack, (b) a dungeoneer&rsquo;s pack, or (c) an explorer&rsquo;s pack</li><li>Leather armor, two daggers, and thieves&rsquo; tools</li></ul><p><strong>Expertise</strong><br />At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves&rsquo; tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</p><p>At 6th level, you can choose two more of your proficiencies (in skills or with thieves&rsquo; tools) to gain this benefit.</p><p><strong>Sneak Attack</strong><br />Beginning at 1st level, you know how to strike subtly and exploit a foe&rsquo;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.</p><p>You don&rsquo;t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn&rsquo;t incapacitated, and you don&rsquo;t have disadvantage on the attack roll.</p><p>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><p><strong>Thieves&rsquo; Cant</strong><br />During your rogue training you learned thieves&rsquo; 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&rsquo; cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.</p><p>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&rsquo; 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><p><strong>Cunning Action</strong><br />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.</p><p><strong>Roguish Archetype</strong><br />At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Uncanny Dodge</strong><br />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&rsquo;s damage against you.</p><p><strong>Evasion</strong><br />Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon&rsquo;s fiery breath or an <em>ice storm </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.</p><p><strong>Reliable Talent</strong><br />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><p><strong>Blindsense</strong><br />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><p><strong>Slippery Mind</strong><br />By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.</p><p><strong>Elusive</strong><br />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&rsquo;t incapacitated.</p><p><strong>Stroke of Luck<br /></strong>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.</p><p>Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h1>The Rogue Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"168\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"126\"><p><strong>Sneak Attack</strong></p></td><td style=\"text-align: center;\" width=\"283\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Expertise, Sneak Attack, Thieves&rsquo; Cant</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Cunning Action</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>2d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>2d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>3d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Uncanny Dodge</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>3d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Expertise</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>4d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Evasion</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>4d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>5d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>5d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>6d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Reliable Talent</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>6d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>7d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>7d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Blindsense</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>8d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Slippery Mind</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>8d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>9d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>9d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Elusive</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>10d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>10d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Stroke of Luck</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5259,
            "name": "Rogue",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Sorcerer Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per sorcerer level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per sorcerer level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Constitution, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>Two daggers</li></ul><p><strong>Spellcasting</strong><br />An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.</p><p><strong>Cantrips</strong><br />At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.</p><p><strong>Spell Slots</strong><br />The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.</p><p>For example, if you know the 1st-level spell <em>burning hands </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>burning hands </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3<sup>rd</sup> level in this class, you can learn one new spell of 1<sup>st</sup> or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your sorcerer spells.</p><p><strong>Sorcerous Origin</strong><br />Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.</p><p>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p><strong>Font of Magic</strong><br />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><br />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><br />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><em>Creating Spell Slots.</em></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><p><strong>Creating Spell Slots</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Sorcery Point Cost</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5th</p></td><td style=\"text-align: center;\" width=\"319\"><p>7</p></td></tr></tbody></table><p><strong><em>Converting a Spell Slot to Sorcery Points.</em></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&rsquo;s level.</p><p><strong>Metamagic</strong><br />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.</p><p>You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</p><p><em><strong>Careful Spell: </strong></em>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell&rsquo;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><em><strong>Distant Spell: </strong></em>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.</p><p>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</p><p><em><strong>Empowered Spell: </strong></em>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.</p><p>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</p><p><em><strong>Extended Spell: </strong></em>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</p><p><em><strong>Heightened Spell: </strong></em>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><em><strong>Quickened Spell: </strong></em>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><em><strong>Subtle Spell: </strong></em>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</p><p><em><strong>Twinned Spell: </strong></em>When you cast a spell that targets only one creature and doesn&rsquo;t have a range of self, you can spend a number of sorcery points equal to the spell&rsquo;s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Sorcerous Restoration</strong><br />At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.</p><h1>The Sorcerer Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"42\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Sorcery Points</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"42\"><p>Spellcasting, Sorcerous Origin</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>2</p></td><td style=\"text-align: center;\" width=\"42\"><p>Font of Magic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>3</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>4</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>5</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>6</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>7</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>7</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>8</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>8</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>9</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>9</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>10</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>10</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>11</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>11</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>12</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>13</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>14</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>15</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>16</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>17</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>18</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>19</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>20</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Restoration</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5265,
            "name": "Sorcerer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Warlock Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per warlock level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per warlock level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two skills from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Nature\">Nature</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) a dungeoneer&rsquo;s pack</li><li>Leather armor, any simple weapon, and two daggers</li></ul><p><strong>Otherworldly Patron</strong><br />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.</p><p><strong>Pact Magic</strong><br />Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p><p><strong>Spell Slots</strong><br />The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</p><p>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell <em>thunderwave, </em>you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />At 1st level, you know two 1st-level spells of your choice from the warlock spell list.</p><p>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1<sup>st</sup> level and higher. A spell you choose must be of a level no higher than what&rsquo;s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your warlock spells.</p><p><strong>Eldritch Invocations</strong><br />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><p><strong>Pact Boon</strong><br />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><p><strong>Pact of the Chain</strong><br />You learn the <a href=\"http://spell.com/Find Familar\">Find Familiar</a> spell and can cast it as a ritual. The spell doesn&rsquo;t count against your number of spells known.</p><p>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</strong><br />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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><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 of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&rsquo;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</strong><br />Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class&rsquo;s spell list. While the book is on your person, you can cast those cantrips at will. They don&rsquo;t count against your number of cantrips known.</p><p>If you lose your Book of Shadows, you can perform 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><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p><strong>Mystic Arcanum</strong><br />At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.</p><p>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. You regain all uses of your Mystic Arcanum when you finish a long rest.</p><p><strong>Eldritch Master</strong><br />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><p><strong>Your Pact Boon</strong><br />Each Pact Boon option produces a special creature or an object that reflects your patron&rsquo;s nature.</p><p><strong><em>Pact of the Chain:</em></strong> Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One&rsquo;s nature is inscrutable, any familiar form is suitable for it.</p><p><strong><em>Pact of the Blade:</em></strong> If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.</p><p><strong><em>Pact of the Tome:</em></strong> Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.</p><h1>The Warlock Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"80\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spell Slots</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Invocations Known</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron, Pact Magic</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Invocations</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Pact Boon</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>9</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (6th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (7th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (8th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (9th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Master</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5th</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5268,
            "name": "Warlock",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Archfey</h1><p>Your patron is a lord or lady of the fey, a creature of legend who holds secrets that w ere 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. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.</p><p><strong>Expanded Spell List</strong><br />The Archfey 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><p><strong>Archfey Expanded Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Faerie Fire\">Faerie Fire</a>, <a href=\"http://spell.com/Sleep\">Sleep</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Calm Emotions\">Calm Emotions</a>, <a href=\"http://spell.com/Phantasmal Force\">Phantasmal Force</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Blink\">Blink</a>, <a href=\"http://spell.com/Plant Growth\">Plant Growth</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dominate Beast\">Dominate Beast</a>, <a href=\"http://spell.com/Greater Invisibility\">Greater Invisibility</a></em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5th</p></td><td style=\"text-align: center;\" width=\"319\"><p><em><a href=\"http://spell.com/Dominate Person\">Dominate Person</a>, <a href=\"http://spell.com/Seeming\">Seeming</a></em></p></td></tr></tbody></table><p><strong>Fey Presence</strong><br />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.</p><p>Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><p><strong>Misty Escape</strong><br />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><p>Once you use this feature, you can't use it again until you finish a short or long rest.</p><p><strong>Beguiling Defenses</strong><br />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><p><strong>Dark Delirium</strong><br />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.</p><p>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.</p><p>You must finish a short or long rest before you can use this feature again.</p><h1>Warlock Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per warlock level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per warlock level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two skills from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Nature\">Nature</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) a dungeoneer&rsquo;s pack</li><li>Leather armor, any simple weapon, and two daggers</li></ul><p><strong>Otherworldly Patron</strong><br />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.</p><p><strong>Pact Magic</strong><br />Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p><p><strong>Spell Slots</strong><br />The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</p><p>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell <em>thunderwave, </em>you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />At 1st level, you know two 1st-level spells of your choice from the warlock spell list.</p><p>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1<sup>st</sup> level and higher. A spell you choose must be of a level no higher than what&rsquo;s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your warlock spells.</p><p><strong>Eldritch Invocations</strong><br />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><p><strong>Pact Boon</strong><br />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><p><strong>Pact of the Chain</strong><br />You learn the <a href=\"http://spell.com/Find Familar\">Find Familiar</a> spell and can cast it as a ritual. The spell doesn&rsquo;t count against your number of spells known.</p><p>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</strong><br />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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><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 of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&rsquo;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</strong><br />Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class&rsquo;s spell list. While the book is on your person, you can cast those cantrips at will. They don&rsquo;t count against your number of cantrips known.</p><p>If you lose your Book of Shadows, you can perform 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><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p><strong>Mystic Arcanum</strong><br />At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.</p><p>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. You regain all uses of your Mystic Arcanum when you finish a long rest.</p><p><strong>Eldritch Master</strong><br />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><p><strong>Your Pact Boon</strong><br />Each Pact Boon option produces a special creature or an object that reflects your patron&rsquo;s nature.</p><p><strong><em>Pact of the Chain:</em></strong> Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One&rsquo;s nature is inscrutable, any familiar form is suitable for it.</p><p><strong><em>Pact of the Blade:</em></strong> If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.</p><p><strong><em>Pact of the Tome:</em></strong> Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.</p><h1>The Warlock Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"80\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spell Slots</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Invocations Known</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron, Pact Magic</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Invocations</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Pact Boon</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>9</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (6th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (7th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (8th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (9th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Master</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5th</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr></tbody></table><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5269,
            "name": "Warlock: The Archfey",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Eldritch Invocations</h1><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><br /><em>Prerequisite: <a href=\"http://spell.com/Eldritch Blast\">Eldritch Blast</a></em> <em>cantrip</em><br />When you cast <em><a href=\"http://spell.com/Eldritch Blast\">Eldritch Blast</a>, </em>add your Charisma modifier to the damage it deals on a hit.</p><p><strong>Armor of Shadows</strong><br />You can cast <a href=\"http://spell.com/Mage Armor\">Mage Armor</a> on yourself at will, without expending a spell slot or material components.</p><p><strong>Ascendant Step</strong><br /><em>Prerequisite: 9th level</em><br />You can cast <a href=\"http://spell.com/Levitate\">Levitate</a> on yourself at will, without expending a spell slot or material components.</p><p><strong>Beast Speech</strong><br />You can cast <a href=\"http://spell.com/Speak with Animals\">Speak with Animals</a> at will, without expending a spell slot.</p><p><strong>Beguiling Influence</strong><br />You gain proficiency in the <a href=\"http://skill.com/Deception\">Deception</a> and <a href=\"http://skill.com/Persuasion\">Persuasion</a> skills.</p><p><strong>Bewitching Whispers</strong><br /><em>Prerequisite: 7th level</em><br />You can cast <a href=\"http://spell.com/Compulsion\">Compulsion</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Book of Ancient Secrets</strong><br /><em>Prerequisite: Pact of the Tome feature</em><br />You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class&rsquo;s spell list. The spells appear in the book and don&rsquo;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&rsquo;t cast the spells except as rituals, unless you&rsquo;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.</p><p>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&rsquo;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><br /><em>Prerequisite: 15th level, Pact of the Chain feature</em><br />You can cast <a href=\"http://spell.com/Hold Monster\">Hold Monster</a> 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&rsquo;s Sight</strong><br />You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p><p><strong>Dreadful Word</strong><br /><em>Prerequisite: 7th level</em><br />You can cast <a href=\"http://spell.com/Confusion\">Confusion</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Eldritch Sight</strong><br />You can cast <a href=\"http://spell.com/Detect Magic\">Detect Magic</a> at will, without expending a spell slot.</p><p><strong>Eldritch Spear</strong><br /><em>Prerequisite: </em>eldritch blast <em>cantrip</em><br />When you cast <a href=\"http://spell.com/Eldritch Blast\">Eldritch Blast</a><em>, </em>its range is 300 feet.</p><p><strong>Eyes of the Rune Keeper</strong><br />You can read all writing.</p><p><strong>Fiendish Vigor</strong><br />You can cast <a href=\"http://spell.com/False Life\">False Life</a> 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><br />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&rsquo;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><br /><em>Prerequisite: 12th level, Pact of the Blade feature</em><br />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><br />You can cast <a href=\"http://spell.com/Disguise Self\">Disguise Self</a> at will, without expending a spell slot.</p><p><strong>Master of Myriad Forms</strong><br /><em>Prerequisite: 15th level</em><br />You can cast <a href=\"http://spell.com/Alter Self\">Alter Self</a><em> at </em>will, without expending a spell slot.</p><p><strong>Minions of Chaos</strong><br /><em>Prerequisite: 9th level</em><br />You can cast <a href=\"http://spell.com/Conjure Elemental\">Conjure Elemental</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Mire the Mind</strong><br /><em>Prerequisite: 5th level</em><br />You can cast <a href=\"http://spell.com/Slow\">Slow</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Misty Visions</strong><br />You can cast <a href=\"http://spell.com/Silent Image\">Silent Image</a> at will, without expending a spell slot or material components.</p><p><strong>One with Shadows</strong><br /><em>Prerequisite: 5th level</em><br />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><p><strong>Otherworldly Leap</strong><br /><em>Prerequisite: 9th level</em><br />You can cast <a href=\"http://spell.com/Jump\">Jump</a> on yourself at will, without expending a spell slot or material components.</p><p><strong>Repelling Blast</strong><br /><em>Prerequisite: </em>eldritch blast <em>cantrip</em><br />When you hit a creature with <a href=\"http://spell.com/Eldritch Blast\">Eldritch Blast</a><em>, </em>you can push the creature up to 10 feet away from you in a straight line.</p><p><strong>Sculptor of Flesh</strong><br /><em>Prerequisite: 7th level</em><br />You can cast <a href=\"http://spell.com/Polymorph\">Polymorph</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Sign of Ill Omen</strong><br /><em>Prerequisite: 5th level</em><br />You can cast <a href=\"http://spell.com/Bestow Curse\">Bestow Curse</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Thief of Five Fates</strong><br />You can cast <a href=\"http://spell.com/Bane\">Bane</a> once using a warlock spell slot. You can&rsquo;t do so again until you finish a long rest.</p><p><strong>Thirsting Blade</strong><br /><em>Prerequisite: 5th level, Pact of the Blade feature<br /></em>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><br /><em>Prerequisite: 15th level</em><br />You can cast <a href=\"http://spell.com/Arcane Eye\">Arcane Eye</a> at will, without expending a spell slot.</p><p><strong>Voice of the Chain Master</strong><br /><em>Prerequisite: Pact of the Chain feature</em><br />You can communicate telepathically with your familiar and perceive through your familiar&rsquo;s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar&rsquo;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><br /><em>Prerequisite: 9th level</em><br />You can cast <a href=\"http://spell.com/Speak with Dead\">Speak with Dead</a> at will, without expending a spell slot.</p><p><strong>Witch Sight</strong><br /><em>Prerequisite: 15th level</em><br />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>",
            "hit_die": "",
            "id": 5273,
            "name": "Warlock Eldritch Invocations",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Wizard Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per wizard level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per wizard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Intelligence, Wisdom<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/arcana\">Arcana</a>, <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/investigation\">Investigation</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, and <a href=\"http://skill.com/religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a quarterstaff or (b) a dagger</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A spellbook</li></ul><p><strong>Spellcasting</strong><br />As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.</p><p><strong>Your Spellbook</strong><br />The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p><p><strong><em>Copying a Spell into the Book:</em></strong> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p><p><strong><em>Replacing the Book:</em></strong> You can copy a spell from your own spellbook into another book&mdash;for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p><p><strong><em>The Book&rsquo;s Appearance:</em></strong> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p><p><strong>Spellbook</strong><br />At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.</p><p><strong>Preparing and Casting Spells</strong><br />The Wizard 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.</p><p>You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell <em>magic missile, </em>you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />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 wizard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Intelligence modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your intelligence modifier</p><p><strong>Ritual Casting</strong><br />You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your wizard spells.</p><p><strong>Learning Spells of 1st Level and Higher</strong><br />Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the &ldquo;Your Spellbook&rdquo; sidebar).</p><p><strong>Arcane Recovery</strong><br />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.</p><p>For example, if you&rsquo;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><p><strong>Arcane Tradition</strong><br />When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.</p><p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Spell Mastery</strong><br />At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level w izard spell and a 2nd-level w izard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><p>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><p><strong>Signature Spells</strong><br />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&rsquo;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&rsquo;t do so again until you finish a short or long rest.</p><p>If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><h1>The Wizard Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spellcasting, Arcane Recovery</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spell Mastery</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Signature Spell</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5274,
            "name": "Wizard",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Artificer</h1><p>Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.</p><p>The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.</p><p><strong>Artificer Summary </strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Wizard Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Arcane Tradition Feature</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>Infuse potions, infuse scrolls</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>Infuse weapons and armor</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>Superior artificer</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>14th</p></td><td style=\"text-align: center;\" width=\"319\"><p>Master artificer</p></td></tr></tbody></table><p><strong>Infuse Potions</strong><br />Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.</p><p>The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master&rsquo;s Guide for complete rules on potions.</p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Slot</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Potion Created</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>Climbing</em>, <em>growth</em>, or <em>healing</em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>Mind reading </em>or <em>greater healing</em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>Invisibility</em>, <em>superior healing</em>, or <em>water breathing</em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>Resistance</em></p></td></tr></tbody></table><p><strong>Infuse Scrolls</strong><br />At 2nd level, you can also tap into your reserves of magical energy to create <em>spell scrolls</em>. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.</p><p>You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a <em>spell scroll </em>containing one spell chosen from those you know. Subtract the spell&rsquo;s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.</p><p><strong>Infuse Weapons and Armor</strong><br />Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.</p><p>The spell slot you expend determines the type of weapon, armor, or shield you can create.</p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Slot</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Item Created</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>+1 ammunition </em>(20 pieces)</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>+1 weapon </em>or <em>+1 shield</em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>+1 armor</em></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p><em>+2 weapon </em>or <em>+2 ammunition </em>(20 pieces)</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>6th</p></td><td style=\"text-align: center;\" width=\"319\"><p><em>+2 armor</em></p></td></tr></tbody></table><p><strong>Superior Artificer</strong><br />Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.</p><p>You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.</p><p><strong>Master Artificer<br /></strong>On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the <em>Dungeon Master&rsquo;s Guide. </em>It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.</p><h1>Wizard Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per wizard level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per wizard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Intelligence, Wisdom<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/arcana\">Arcana</a>, <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/investigation\">Investigation</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, and <a href=\"http://skill.com/religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a quarterstaff or (b) a dagger</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A spellbook</li></ul><p><strong>Spellcasting</strong><br />As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.</p><p><strong>Your Spellbook</strong><br />The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p><p><strong><em>Copying a Spell into the Book:</em></strong> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p><p><strong><em>Replacing the Book:</em></strong> You can copy a spell from your own spellbook into another book&mdash;for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p><p><strong><em>The Book&rsquo;s Appearance:</em></strong> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p><p><strong>Spellbook</strong><br />At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.</p><p><strong>Preparing and Casting Spells</strong><br />The Wizard 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.</p><p>You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell <em>magic missile, </em>you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />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 wizard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Intelligence modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your intelligence modifier</p><p><strong>Ritual Casting</strong><br />You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your wizard spells.</p><p><strong>Learning Spells of 1st Level and Higher</strong><br />Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the &ldquo;Your Spellbook&rdquo; sidebar).</p><p><strong>Arcane Recovery</strong><br />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.</p><p>For example, if you&rsquo;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><p><strong>Arcane Tradition</strong><br />When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.</p><p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Spell Mastery</strong><br />At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level w izard spell and a 2nd-level w izard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><p>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><p><strong>Signature Spells</strong><br />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&rsquo;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&rsquo;t do so again until you finish a short or long rest.</p><p>If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><h1>The Wizard Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spellcasting, Arcane Recovery</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spell Mastery</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Signature Spell</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr></tbody></table><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5284,
            "name": "Wizard: Artificer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Monster Hunter</h1><p>As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.</p><p><strong>Bonus Proficiencies</strong><br />When you choose this archetype at 3<sup>rd</sup> level, you gain proficiency in two of the following skills of your choice: <a href=\"Http://skill.com/arcana\">Arcana</a>, <a href=\"Http://skill.com/history\">History</a>, <a href=\"Http://skill.com/insight\">Insight</a>, <a href=\"Http://skill.com/investigation\">Investigation</a>, <a href=\"Http://skill.com/nature\">Nature</a>, or <a href=\"Http://skill.com/perception\">Perception</a>. You can gain proficiency with a tool of your choice in place of one skill choice.</p><p><strong>Combat Superiority</strong><br />When you choose this archetype at 3<sup>rd</sup> level, you gain a set of abilities that are fueled by special dice called superiority dice.</p><p><strong>Superiority Dice</strong><br />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 7<sup>th</sup> level and one more at 15<sup>th</sup> level.</p><p><strong>Using Superiority Dice</strong><br />You can expend superiority dice to gain a number of different benefits:</p><ul><li>When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</li><li>When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.</li><li>When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.</li><li>When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.</li></ul><p>&nbsp;</p><p><strong>Hunter&rsquo;s Mysticism</strong><br />At 3<sup>rd</sup> level, your study of the supernatural gives you a limited ability to use magic. You can cast&nbsp;<em><a href=\"http://spell.com/detect magic\">Detect Magic</a> </em>as a ritual. You can cast <a href=\"http://spell.com/protection from evil and good\">Protection from Evil and Good</a>, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.</p><p><strong>Monster Slayer</strong><br />At 7<sup>th</sup> level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.</p><p><strong>Improved Combat Superiority</strong><br />At 10<sup>th</sup> level, your superiority dice turn into d10s. At 18<sup>th</sup> level, they turn into d12s.</p><p><strong>Relentless</strong><br />Starting at 15<sup>th</sup> level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.</p><h1>Fighter Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per fighter level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher </strong><strong>Levels:</strong> 1d10 (or 6) + your Constitution modifier per fighter level after 1<sup>st</sup></p><p><strong>Proficiencies<br />Armor:</strong> All Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools:</strong> None<br /><strong>Saving Throws: </strong>Strength, Constitution<br /><strong>Skills:</strong> Choose two skills from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, and <a href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) chain mail or (b) leather, longbow, and 20 arrows</li><li>(a) a martial weapon and a shield or (b) two martial weapons</li><li>(a) a light c rossbow and 20 bolts or (b) two handaxes</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li></ul><p><strong>Fighting Style</strong><br />You adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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: </strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p><strong>Protection: </strong>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p><strong>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Second Wind<br /></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again.</p><p><strong>Action Surge</strong><br />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.</p><p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17<sup>th</sup> level, you can use it twice before a rest, but only once on the same turn.</p><p><strong>Martial Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p>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><p><strong>Indomitable</strong><br />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&rsquo;t use this feature again until you finish a long rest.</p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><h1>The Fighter Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"145\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"162\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"331\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Fighting Style, Second Wind</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (on use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+2</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+3</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Imdomitable (one use)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (2)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+4</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Indomitable (two uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+5</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Action Surge (two uses), Imdomitable (three uses)</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Martial Archetype Feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"145\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"162\"><p>+6</p></td><td style=\"text-align: center;\" width=\"331\"><p>Extra Attack (3)</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5291,
            "name": "Fighter: Monster Hunter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Deep Stalker</h1><p>Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that festers beneath the earth. Though many such characters are only too happy to escape back to the surface world again, rangers with the Deep Stalker archetype welcome each foray into the world below, striving to uncover and defeat the threats of the Underdark before those threats can reach the surface.</p><p>Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return.</p><p>Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.</p><p><strong>Underdark Scout</strong><br />At 3<sup>rd</sup> level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack.</p><p>You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. Deep Stalkers often use this ability to make ranged attacks, move beyond the scope of their foes&rsquo; darkvision, and then hide.</p><p><strong>Deep Stalker Magic</strong><br />From 3<sup>rd</sup> level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15<sup>th</sup> level. You are always able to cast these spells, and they do not count against your number of ranger spells known.</p><p><strong>Deep Stalker Spells</strong></p><table style=\"margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td width=\"319\"><p><strong>Ranger Level</strong></p></td><td width=\"319\"><p><strong>Spell Gained</strong></p></td></tr><tr><td width=\"319\"><p>3<sup>rd</sup></p></td><td width=\"319\"><p><a href=\"http://spell.com/Disguise Self\">Disguise Self</a></p></td></tr><tr><td width=\"319\"><p>5<sup>th</sup></p></td><td width=\"319\"><p><a href=\"http://spell.com/rope trick\">Rope Trick</a></p></td></tr><tr><td width=\"319\"><p>9<sup>th</sup></p></td><td width=\"319\"><p><a href=\"http://spell.com/glyph of warding\">Glyph of Warding</a></p></td></tr><tr><td width=\"319\"><p>13<sup>th</sup></p></td><td width=\"319\"><p><a href=\"http://spell.com/greater invisibility\">Greater Invisibility</a></p></td></tr><tr><td width=\"319\"><p>17th</p></td><td width=\"319\"><p><a href=\"http://spell.com/seeming\">Seeming</a></p></td></tr></tbody></table><p><strong>Iron Mind</strong><br />At 7<sup>th</sup> level, you gain proficiency in Wisdom saving throws.</p><p><strong>Stalker&rsquo;s Flurry</strong><br />Starting at 11<sup>th</sup> level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.</p><p><strong>Stalker&rsquo;s Dodge</strong><br />At 15<sup>th</sup> level, you master the ability to disrupt an opponent&rsquo;s attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.</p><h1>Ranger Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per ranger level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per ranger level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Strength, Dexterity<br /><strong>Skills: </strong>Choose three from <a href=\"http://spell.com/Animal Handling\">Animal Handling</a>, <a href=\"http://spell.com/Athletics\">Athletics</a>, <a href=\"http://spell.com/Insight\">Insight</a>, <a href=\"http://spell.com/Investigation\">Investigation</a>, <a href=\"http://spell.com/Nature\">Nature</a>, <a href=\"http://spell.com/Perception\">Perception</a>, <a href=\"http://spell.com/Stealth\">Stealth</a>, and <a href=\"http://spell.com/Survival\">Survival</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) scale mail or (b) leather armor</li><li>(a) two shortswords or (b) two simple melee weapons</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A longbow and a quiver of 20 arrows</li></ul><p><strong>Favored Enemy</strong><br />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: 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 orc s) as favored enemies.</p><p>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p><p>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.</p><p>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.</p><p><strong>Natural Explorer</strong><br />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 favored terrain, your proficiency bonus is doubled if you are using a skill that you&rsquo;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&rsquo;t slow your group&rsquo;s travel.</li><li>Your group can&rsquo;t become lost except by magical means.</li><li>Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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 their exact number, their sizes, and how long ago they passed through the area.</li></ul><p>You choose additional favored terrain types at 6<sup>th</sup> and 10th level.</p><p><strong>Fighting Style</strong><br />At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Spellcasting</strong><br />By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.</p><p><strong>Spell Slots</strong><br />The Ranger 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.</p><p>For example, if you know the 1st-level spell <em>animal friendship </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>animal friendship </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the ranger spell list.</p><p>The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ranger Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.</p><p><strong>Primeval Awareness</strong><br />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&rsquo;t reveal the creatures&rsquo; location or number.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Land&rsquo;s Stride</strong><br />Starting at 8th 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.</p><p>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the <a href=\"http://spell.com/Entangle\">Entangle</a> spell.</p><p><strong>Hide in Plain Sight</strong><br />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.</p><p>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><p><strong>Vanish</strong><br />Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can&rsquo;t be tracked by nonmagical means, unless you choose to leave a trail.</p><p><strong>Feral Senses</strong><br />At 18th level, you gain preternatural senses that help you fight creatures you can&rsquo;t see. When you attack a creature you can&rsquo;t see, your inability to see it doesn&rsquo;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&rsquo;t hidden from you and you aren&rsquo;t blinded or deafened.</p><p><strong>Foe Slayer</strong><br />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><h1>The Ranger Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"71\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>5<sup>th</sup></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy, Natural Explorer</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Fighting Style, Spellcasting</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype, Primeval Awareness</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Extra Attack</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy and Natural Explorer improvements</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement, Land&rsquo;s Stride</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Natural Explorer improvement, Hide in Plain Sight</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy improvement, Vanish</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Feral Senses</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Foe Slayer</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr></tbody></table><p>&nbsp;</p>",
            "hit_die": "",
            "id": 5292,
            "name": "Ranger: Deep Stalker",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Spell-less</h1><p><strong>Combat Superiority</strong><br />At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.</p><p><strong>Maneuvers</strong><br />You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.</p><p>You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.</p><p><strong><em>Commander&rsquo;s Strike. </em></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&rsquo;s damage roll.</p><p><strong><em>Disarming Attack. </em></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&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.</p><p><strong><em>Distracting Strike. </em></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&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.</p><p><strong><em>Evasive Footwork. </em></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><em>Feinting Attack. </em></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&rsquo;s damage roll.</p><p><strong><em>Goading Attack. </em></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&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.</p><p><strong><em>Lunging Attack. </em></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&rsquo;s damage roll.</p><p><strong><em>Maneuvering Attack. </em></strong>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&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 of your attack.</p><p><strong><em>Menacing Attack. </em></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&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.</p><p><strong><em>Parry. </em></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 + your Dexterity modifier.</p><p><strong><em>Precision Attack. </em></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><em>Pushing Attack. </em></strong>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><p><strong><em>Rally. </em></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><em>Riposte. </em></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 damage roll.</p><p><strong><em>Sweeping Attack. </em></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 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><em>Trip Attack. </em></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&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><p><strong>Superiority Dice</strong><br />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.</p><p>You gain another superiority die at 9th level and one more at 17th level.</p><p><strong><em>Saving Throws</em></strong>. 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><strong>Maneuver save DC </strong>= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)</p><p><strong>Poultices</strong><br />At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.</p><p>If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).</p><p><strong>Natural Antivenom</strong><br />Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.</p><p><strong>Call Natural Allies</strong><br />Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:</p><ul><li>One beast of challenge rating 2 or lower</li><li>Two beasts of challenge rating 1 or lower</li><li>Four beasts of challenge rating 1/2 or lower</li><li>Eight beasts of challenge rating 1/4 or lower</li></ul><p>These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures&rsquo; statistics.</p><p>After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.</p><p><strong>Relentless</strong><br />Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</p><p>As a replacement for Share Spells, we could also consider the following feature:</p><p><strong>Beastly Coordination: </strong>Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack&rsquo;s damage against it.</p><h1>Ranger Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d10 per ranger level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per ranger level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor, Medium Armor, Shields<br /><strong>Weapons: </strong>Simple Weapons, Martial Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Strength, Dexterity<br /><strong>Skills: </strong>Choose three from <a href=\"http://spell.com/Animal Handling\">Animal Handling</a>, <a href=\"http://spell.com/Athletics\">Athletics</a>, <a href=\"http://spell.com/Insight\">Insight</a>, <a href=\"http://spell.com/Investigation\">Investigation</a>, <a href=\"http://spell.com/Nature\">Nature</a>, <a href=\"http://spell.com/Perception\">Perception</a>, <a href=\"http://spell.com/Stealth\">Stealth</a>, and <a href=\"http://spell.com/Survival\">Survival</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) scale mail or (b) leather armor</li><li>(a) two shortswords or (b) two simple melee weapons</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A longbow and a quiver of 20 arrows</li></ul><p><strong>Favored Enemy</strong><br />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: 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 orc s) as favored enemies.</p><p>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p><p>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.</p><p>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.</p><p><strong>Natural Explorer</strong><br />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 favored terrain, your proficiency bonus is doubled if you are using a skill that you&rsquo;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&rsquo;t slow your group&rsquo;s travel.</li><li>Your group can&rsquo;t become lost except by magical means.</li><li>Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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 their exact number, their sizes, and how long ago they passed through the area.</li></ul><p>You choose additional favored terrain types at 6<sup>th</sup> and 10th level.</p><p><strong>Fighting Style</strong><br />At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can&rsquo;t take a Fighting Style option more than once, even if you later get to choose again.</p><p><strong>Archery: </strong>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p><strong>Defense: </strong>While you are wearing armor, you gain a +1 bonus to AC.</p><p><strong>Dueling: </strong>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>Two-Weapon Fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p><strong>Mariner: </strong>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</p><p><strong>Spellcasting</strong><br />By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.</p><p><strong>Spell Slots</strong><br />The Ranger 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.</p><p>For example, if you know the 1st-level spell <em>animal friendship </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>animal friendship </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the ranger spell list.</p><p>The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Wisdom modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Wisdom modifier</p><p><strong>Ranger Archetype</strong><br />At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.</p><p><strong>Primeval Awareness</strong><br />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&rsquo;t reveal the creatures&rsquo; location or number.</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Extra Attack</strong><br />Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Land&rsquo;s Stride</strong><br />Starting at 8th 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.</p><p>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the <a href=\"http://spell.com/Entangle\">Entangle</a> spell.</p><p><strong>Hide in Plain Sight</strong><br />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.</p><p>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><p><strong>Vanish</strong><br />Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can&rsquo;t be tracked by nonmagical means, unless you choose to leave a trail.</p><p><strong>Feral Senses</strong><br />At 18th level, you gain preternatural senses that help you fight creatures you can&rsquo;t see. When you attack a creature you can&rsquo;t see, your inability to see it doesn&rsquo;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&rsquo;t hidden from you and you aren&rsquo;t blinded or deafened.</p><p><strong>Foe Slayer</strong><br />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><h1>The Ranger Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"71\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"71\"><p><strong>5<sup>th</sup></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy, Natural Explorer</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Fighting Style, Spellcasting</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype, Primeval Awareness</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+2</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Extra Attack</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy and Natural Explorer improvements</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+3</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement, Land&rsquo;s Stride</p></td><td style=\"text-align: center;\" width=\"71\"><p>5</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Natural Explorer improvement, Hide in Plain Sight</p></td><td style=\"text-align: center;\" width=\"71\"><p>6</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+4</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>7</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Favored Enemy improvement, Vanish</p></td><td style=\"text-align: center;\" width=\"71\"><p>8</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ranger Archetype feature</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+5</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>9</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Feral Senses</p></td><td style=\"text-align: center;\" width=\"71\"><p>10</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"71\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"71\"><p>+6</p></td><td style=\"text-align: center;\" width=\"71\"><p>Foe Slayer</p></td><td style=\"text-align: center;\" width=\"71\"><p>11</p></td><td style=\"text-align: center;\" width=\"71\"><p>4</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>3</p></td><td style=\"text-align: center;\" width=\"71\"><p>2</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5293,
            "name": "Ranger: The Spell-less",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Inquisitive</h1><p>As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.</p><p><strong>Ear for Deceit</strong><br />When you choose this archetype at 3<sup>rd</sup> level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (<a href=\"http://skill.com/insight\">Insight</a>) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.</p><p><strong>Eye for Detail</strong><br />Starting at 3<sup>rd</sup> level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (<a href=\"http://skill.com/perception\">Perception</a>) check to spot a hidden creature or object, to make an Intelligence (<a href=\"http://skill.com/investigation\">Investigation</a>) check to uncover and decipher clues, or to use Insightful Fighting (see below).</p><p><strong>Insightful Fighting</strong><br />At 3<sup>rd</sup> level, you gain the ability to decipher an opponent&rsquo;s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (<a href=\"http://skill.com/insight\">Insight</a>) check against a creature you can see that isn&rsquo;t incapacitated, opposed by the target&rsquo;s Charisma (<a href=\"http://skill.com/deception\">Deception</a>) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.</p><p><strong>Steady Eye</strong><br />At 9<sup>th</sup> level, you gain advantage on any Wisdom (<a href=\"http://skill.com/perception\">Perception</a>) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.</p><p><strong>Unerring Eye</strong><br />At 13<sup>th</sup> level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.</p><p><strong>Eye for Weakness</strong><br />At 17<sup>th</sup> level, you learn to exploit a creature&rsquo;s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.</p><h1>Rogue Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per rogue level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per rogue level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords<br /><strong>Tools: </strong>Thieves&rsquo; Tools<br /><strong>Saving Throws: </strong>Dexterity. Intelligence<br /><strong>Skills: </strong>Choose four from <a href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a href=\"http://skill.com/Athletics\">Athletics</a>, <a href=\"http://skill.com/Deception\">Deception</a>. <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Perception\">Perception</a>, <a href=\"http://skill.com/Performance\">Performance</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, <a href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a>, and <a href=\"http://skill.com/Stealth\">Stealth</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a rapier or (b) a shortsword</li><li>(a) a shortbow and quiver of 20 arrows or (b) a shortsword</li><li>(a) a burglar&rsquo;s pack, (b) a dungeoneer&rsquo;s pack, or (c) an explorer&rsquo;s pack</li><li>Leather armor, two daggers, and thieves&rsquo; tools</li></ul><p><strong>Expertise</strong><br />At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves&rsquo; tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</p><p>At 6th level, you can choose two more of your proficiencies (in skills or with thieves&rsquo; tools) to gain this benefit.</p><p><strong>Sneak Attack</strong><br />Beginning at 1st level, you know how to strike subtly and exploit a foe&rsquo;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.</p><p>You don&rsquo;t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn&rsquo;t incapacitated, and you don&rsquo;t have disadvantage on the attack roll.</p><p>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><p><strong>Thieves&rsquo; Cant</strong><br />During your rogue training you learned thieves&rsquo; 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&rsquo; cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.</p><p>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&rsquo; 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><p><strong>Cunning Action</strong><br />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.</p><p><strong>Roguish Archetype</strong><br />At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.</p><p><strong>Ability Score Improvement</strong><br />When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Uncanny Dodge</strong><br />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&rsquo;s damage against you.</p><p><strong>Evasion</strong><br />Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon&rsquo;s fiery breath or an <em>ice storm </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.</p><p><strong>Reliable Talent</strong><br />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><p><strong>Blindsense</strong><br />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><p><strong>Slippery Mind</strong><br />By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.</p><p><strong>Elusive</strong><br />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&rsquo;t incapacitated.</p><p><strong>Stroke of Luck<br /></strong>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.</p><p>Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h1>The Rogue Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"61\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"168\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"126\"><p><strong>Sneak Attack</strong></p></td><td style=\"text-align: center;\" width=\"283\"><p><strong>Features</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Expertise, Sneak Attack, Thieves&rsquo; Cant</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>1d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Cunning Action</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>2d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+2</p></td><td style=\"text-align: center;\" width=\"126\"><p>2d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>3d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Uncanny Dodge</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>3d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Expertise</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>4d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Evasion</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+3</p></td><td style=\"text-align: center;\" width=\"126\"><p>4d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>5d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>5d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>6d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Reliable Talent</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+4</p></td><td style=\"text-align: center;\" width=\"126\"><p>6d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>7d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>7d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Blindsense</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>8d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Slippery Mind</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+5</p></td><td style=\"text-align: center;\" width=\"126\"><p>8d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>9d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Roguish Archetype feature</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>9d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Elusive</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>10d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Ability Score Improvement</p></td></tr><tr><td style=\"text-align: center;\" width=\"61\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"168\"><p>+6</p></td><td style=\"text-align: center;\" width=\"126\"><p>10d6</p></td><td style=\"text-align: center;\" width=\"283\"><p>Stroke of Luck</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5294,
            "name": "Rogue: Inquisitive",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Shadow</h1><p>Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.</p><p>The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.</p><p><strong>Shadow Sorcerer Quirks</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>d6</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Quirk</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1</p></td><td style=\"text-align: center;\" width=\"319\"><p>You are always icy cold to the touch.</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2</p></td><td style=\"text-align: center;\" width=\"319\"><p>When you are asleep, you don&rsquo;t appear to breathe (though you must still breathe to survive).</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3</p></td><td style=\"text-align: center;\" width=\"319\"><p>You don&rsquo;t seem to bleed, even when badly injured.</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4</p></td><td style=\"text-align: center;\" width=\"319\"><p>Your heart beats once per minute. This event sometimes surprises you.</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5</p></td><td style=\"text-align: center;\" width=\"319\"><p>You have trouble remembering that living creatures and corpses should be treated differently.</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>6</p></td><td style=\"text-align: center;\" width=\"319\"><p>You blinked. Once. Last week.</p></td></tr></tbody></table><p><strong>Eyes of the Dark</strong><br />From 1<sup>st</sup> level, you have darkvision with a range of 60 feet. You can cast&nbsp;<em><a href=\"http://spell.com/darkness\">Darkness</a> </em>by spending 1 sorcery point. You can see through any <em>darkness </em>spell you cast using this ability.</p><p><strong>Strength of the Grave</strong><br />Starting at 1<sup>st</sup> level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.</p><p><strong>Hound of Ill Omen</strong><br />At 6<sup>th</sup> level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf&rsquo;s statistics with the following changes:</p><ul><li>The hound is size Medium.</li><li>It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.</li><li>At the start of its turn, the hound automatically knows its target&rsquo;s location. If the target was hidden, it is no longer hidden from the hound.</li></ul><p>The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.</p><p><strong>Shadow Walk</strong><br />At 14<sup>th</sup> 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 120 feet to an unoccupied space you can see that is also in dim light or darkness.</p><p><strong>Shadow Form</strong><br />At 18<sup>th</sup> level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.</p><h1>Sorcerer Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per sorcerer level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per sorcerer level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Constitution, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>Two daggers</li></ul><p><strong>Spellcasting</strong><br />An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.</p><p><strong>Cantrips</strong><br />At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.</p><p><strong>Spell Slots</strong><br />The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.</p><p>For example, if you know the 1st-level spell <em>burning hands </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>burning hands </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3<sup>rd</sup> level in this class, you can learn one new spell of 1<sup>st</sup> or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your sorcerer spells.</p><p><strong>Sorcerous Origin</strong><br />Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.</p><p>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p><strong>Font of Magic</strong><br />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><br />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><br />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><em>Creating Spell Slots.</em></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><p><strong>Creating Spell Slots</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Sorcery Point Cost</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5th</p></td><td style=\"text-align: center;\" width=\"319\"><p>7</p></td></tr></tbody></table><p><strong><em>Converting a Spell Slot to Sorcery Points.</em></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&rsquo;s level.</p><p><strong>Metamagic</strong><br />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.</p><p>You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</p><p><em><strong>Careful Spell: </strong></em>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell&rsquo;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><em><strong>Distant Spell: </strong></em>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.</p><p>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</p><p><em><strong>Empowered Spell: </strong></em>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.</p><p>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</p><p><em><strong>Extended Spell: </strong></em>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</p><p><em><strong>Heightened Spell: </strong></em>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><em><strong>Quickened Spell: </strong></em>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><em><strong>Subtle Spell: </strong></em>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</p><p><em><strong>Twinned Spell: </strong></em>When you cast a spell that targets only one creature and doesn&rsquo;t have a range of self, you can spend a number of sorcery points equal to the spell&rsquo;s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Sorcerous Restoration</strong><br />At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.</p><h1>The Sorcerer Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"42\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Sorcery Points</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"42\"><p>Spellcasting, Sorcerous Origin</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>2</p></td><td style=\"text-align: center;\" width=\"42\"><p>Font of Magic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>3</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>4</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>5</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>6</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>7</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>7</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>8</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>8</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>9</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>9</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>10</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>10</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>11</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>11</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>12</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>13</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>14</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>15</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>16</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>17</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>18</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>19</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>20</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Restoration</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5295,
            "name": "Sorcerer: Shadow",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Favored Soul</h1><p><strong>Chosen of the Gods</strong><br />At 1st level, you choose one of the cleric class&rsquo;s divine domains. You add that domain&rsquo;s spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain&rsquo;s spells that become available at those levels.</p><p><strong>Bonus Proficiencies</strong><br />At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.</p><p><strong>Extra Attack</strong><br />Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><strong>Divine Wings</strong><br />At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking 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.</p><p>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><p><strong>Power of the Chosen</strong><br />Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum +1) + the spell&rsquo;s level.</p><p>In the end, the capabilities of our Favored Soul sorcerer are quite close to those of the spontaneous-casting favored soul class from long ago!</p><h1>Sorcerer Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per sorcerer level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per sorcerer level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Constitution, Charisma<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/Insight\">Insight</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Persuasion\">Persuasion</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a dungeoneer&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>Two daggers</li></ul><p><strong>Spellcasting</strong><br />An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.</p><p><strong>Cantrips</strong><br />At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.</p><p><strong>Spell Slots</strong><br />The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.</p><p>For example, if you know the 1st-level spell <em>burning hands </em>and have a 1st-level and a 2nd-level spell slot available, you can cast <em>burning hands </em>using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3<sup>rd</sup> level in this class, you can learn one new spell of 1<sup>st</sup> or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your sorcerer spells.</p><p><strong>Sorcerous Origin</strong><br />Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.</p><p>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p><strong>Font of Magic</strong><br />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><br />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><br />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><em>Creating Spell Slots.</em></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><p><strong>Creating Spell Slots</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Sorcery Point Cost</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"319\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p>5th</p></td><td style=\"text-align: center;\" width=\"319\"><p>7</p></td></tr></tbody></table><p><strong><em>Converting a Spell Slot to Sorcery Points.</em></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&rsquo;s level.</p><p><strong>Metamagic</strong><br />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.</p><p>You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</p><p><em><strong>Careful Spell: </strong></em>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell&rsquo;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><em><strong>Distant Spell: </strong></em>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.</p><p>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</p><p><em><strong>Empowered Spell: </strong></em>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.</p><p>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</p><p><em><strong>Extended Spell: </strong></em>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</p><p><em><strong>Heightened Spell: </strong></em>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><em><strong>Quickened Spell: </strong></em>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><em><strong>Subtle Spell: </strong></em>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</p><p><em><strong>Twinned Spell: </strong></em>When you cast a spell that targets only one creature and doesn&rsquo;t have a range of self, you can spend a number of sorcery points equal to the spell&rsquo;s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</p><p><strong>Ability Score Improvement</strong><br />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&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Sorcerous Restoration</strong><br />At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.</p><h1>The Sorcerer Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"42\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Sorcery Points</strong></p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"42\"><p>Spellcasting, Sorcerous Origin</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>2</p></td><td style=\"text-align: center;\" width=\"42\"><p>Font of Magic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>3</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+2</p></td><td style=\"text-align: center;\" width=\"42\"><p>4</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>5</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>6</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>7</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>7</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>8</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+3</p></td><td style=\"text-align: center;\" width=\"42\"><p>8</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>9</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>9</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>5</p></td><td style=\"text-align: center;\" width=\"43\"><p>10</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>10</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>11</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>11</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+4</p></td><td style=\"text-align: center;\" width=\"42\"><p>12</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>12</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>13</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>14</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>13</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>15</p></td><td style=\"text-align: center;\" width=\"42\"><p><strong>&nbsp;</strong></p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+5</p></td><td style=\"text-align: center;\" width=\"42\"><p>16</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>14</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>17</p></td><td style=\"text-align: center;\" width=\"42\"><p>Metamagic</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>18</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Origin feature</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>19</p></td><td style=\"text-align: center;\" width=\"42\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"42\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"42\"><p>+6</p></td><td style=\"text-align: center;\" width=\"42\"><p>20</p></td><td style=\"text-align: center;\" width=\"42\"><p>Sorcerous Restoration</p></td><td style=\"text-align: center;\" width=\"43\"><p>6</p></td><td style=\"text-align: center;\" width=\"43\"><p>15</p></td><td style=\"text-align: center;\" width=\"43\"><p>4</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>3</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>2</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td><td style=\"text-align: center;\" width=\"43\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5296,
            "name": "Sorcerer: Favored Soul",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Undying Light</h1><p>Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.</p><p>Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.</p><p>As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.</p><p><strong>Undying Light Flaws</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"79\"><p><strong>d6</strong></p></td><td style=\"text-align: center;\" width=\"559\"><p><strong>Flaw</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>1</p></td><td style=\"text-align: center;\" width=\"559\"><p>You are afraid of the dark, and must always have a light source at hand.</p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>2</p></td><td style=\"text-align: center;\" width=\"559\"><p>You have a nervous compulsion to keep a bright light in even the barest shadow.</p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>3</p></td><td style=\"text-align: center;\" width=\"559\"><p>You have a compulsion to enter and illuminate dark areas.</p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>4</p></td><td style=\"text-align: center;\" width=\"559\"><p>You have an overwhelming hatred of undead creatures.</p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>5</p></td><td style=\"text-align: center;\" width=\"559\"><p>You fidget and are irritable when you can&rsquo;t see the sun.</p></td></tr><tr><td style=\"text-align: center;\" width=\"79\"><p>6</p></td><td style=\"text-align: center;\" width=\"559\"><p>In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.</p></td></tr></tbody></table><p><strong>Expanded Spell List</strong><br />The Undying Light 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><p><strong>Undying Light Expanded Spells</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>Spell Level</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong><a href=\"http://spell.com/burning hands\">Burning Hands</a></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong><a href=\"http://spell.com/flaming sphere\">Flaming Sphere</a></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>3<sup>rd</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong><a href=\"http://spell.com/daylight\">Daylight</a></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>4<sup>th</sup></strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong><a href=\"http://spell.com/fire shield\">Fire Shield</a></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"319\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"319\"><p><strong><a href=\"http://spell.com/flame strike\">Flame Strike</a></strong></p></td></tr></tbody></table><p><strong>Radiant Soul</strong><br />Starting at 1<sup>st</sup> level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the&nbsp;<em><a href=\"http://spell.com/sacred flame\">Sacred Flame</a> </em>and&nbsp;<em><a href=\"http://spell.com/light\">Light</a> </em>cantrips and can cast them at will. They don&rsquo;t count against your number of cantrips known.</p><p><strong>Searing Vengeance</strong><br />Starting at 6<sup>th</sup> level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10+ your Charisma modifier radiant damage and are blinded until the end of your turn. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p><p><strong>Radiant Resilience</strong><br />Starting at 10<sup>th</sup> level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.</p><p><strong>Healing Light</strong><br />At 14<sup>th</sup> level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest.</p><h1>Warlock Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per warlock level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per warlock level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two skills from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Nature\">Nature</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) a dungeoneer&rsquo;s pack</li><li>Leather armor, any simple weapon, and two daggers</li></ul><p><strong>Otherworldly Patron</strong><br />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.</p><p><strong>Pact Magic</strong><br />Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p><p><strong>Spell Slots</strong><br />The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</p><p>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell <em>thunderwave, </em>you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />At 1st level, you know two 1st-level spells of your choice from the warlock spell list.</p><p>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1<sup>st</sup> level and higher. A spell you choose must be of a level no higher than what&rsquo;s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your warlock spells.</p><p><strong>Eldritch Invocations</strong><br />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><p><strong>Pact Boon</strong><br />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><p><strong>Pact of the Chain</strong><br />You learn the <a href=\"http://spell.com/Find Familar\">Find Familiar</a> spell and can cast it as a ritual. The spell doesn&rsquo;t count against your number of spells known.</p><p>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</strong><br />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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><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 of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&rsquo;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</strong><br />Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class&rsquo;s spell list. While the book is on your person, you can cast those cantrips at will. They don&rsquo;t count against your number of cantrips known.</p><p>If you lose your Book of Shadows, you can perform 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><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p><strong>Mystic Arcanum</strong><br />At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.</p><p>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. You regain all uses of your Mystic Arcanum when you finish a long rest.</p><p><strong>Eldritch Master</strong><br />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><p><strong>Your Pact Boon</strong><br />Each Pact Boon option produces a special creature or an object that reflects your patron&rsquo;s nature.</p><p><strong><em>Pact of the Chain:</em></strong> Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One&rsquo;s nature is inscrutable, any familiar form is suitable for it.</p><p><strong><em>Pact of the Blade:</em></strong> If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.</p><p><strong><em>Pact of the Tome:</em></strong> Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.</p><h1>The Warlock Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"80\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spell Slots</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Invocations Known</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron, Pact Magic</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Invocations</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Pact Boon</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>9</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (6th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (7th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (8th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (9th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Master</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5th</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5297,
            "name": "Warlock: The Undying Light",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Prestige Class: Rune Scribe</h1><p>A rune scribe masters the secrets of the runes of power-ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power. Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune. The rune scribe prestige class uses the rules for rune magic presented at the end of this article.</p><p><strong>Prerequisites</strong><br />In order to advance as a rune scribe, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):</p><ul><li><strong>Dexterity 13. </strong>Rune scribes need agile fingers to master the intricate patterns of a rune.</li><li><strong>Intelligence 13. </strong>Rune lore requires intense study and knowledge.</li><li><strong>Proficiency in the Arcana skill. </strong>Rune mastery requires an understanding of arcane lore.</li><li><strong>Character level 5th. </strong>Rune magic awakens only for powerful souls, and you must be a 5<sup>th</sup> level character before you can gain levels in the rune scribe prestige class.</li><li><strong>Complete a special task. </strong>You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5<sup>th</sup> level in this prestige class.</li></ul><p><strong>Class Features</strong><br />As a rune scribe, you gain the following class features.</p><p><strong>Hit Points Hit Dice: </strong>1d8 per rune scribe level<br /><strong>Hit Points per Level: </strong>1d8 (or 5) + your Constitution modifier per rune scribe level<br /><strong>Proficiencies Tools: </strong>Calligrapher&rsquo;s supplies, mason&rsquo;s tools, woodcarver&rsquo;s tools<br /><strong>Saving Throws: </strong>None<br /><strong>Skills: </strong>None</p><p><strong>Equipment</strong><br />The rune scribe prestige class does not grant any special equipment.</p><p><strong>Rune Lore</strong><br />At 1<sup>st</sup> level, you learn the basics of scribing runes, and are able to activate a master rune&rsquo;s full range of properties when you are properly attuned to it. The &ldquo;Rune Magic&rdquo; section below contains information on master runes and descriptions of runes and their properties. The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune&rsquo;s secrets.</p><p><strong>Runic Magic</strong><br />Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes, as described in the &ldquo;Rune Magic&rdquo; section below. For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10<sup>th</sup> level character, in addition to having the cantrips and spellbook of a 6<sup>th</sup> level wizard.</p><p><strong>Runic Discovery</strong><br />Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5<sup>th</sup> level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the &ldquo;Rune Magic&rdquo; section below for information on rune rarity and master runes.) In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. You can spend another short rest doing nothing but meditating on the rune to end your attunement to it.</p><p><strong>Living Rune</strong><br />Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4<sup>th</sup> level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.)</p><p><strong>Rune Mastery</strong><br />At 5<sup>th</sup> level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune.</p><p><strong>The Rune Scribe Table&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{------------- Spell Slots per Spell Level---------------}</strong></p><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"128\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>1<sup>st</sup></strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>2<sup>nd</sup></strong></p></td><td style=\"text-align: center;\" width=\"128\"><p><strong>3<sup>rd</sup></strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>Rune Lore</p><p>Runic Magic</p></td><td style=\"text-align: center;\" width=\"128\"><p>2</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>Runic Discovery</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>Runic Discovery</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>2</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"128\"><p>Living Rune</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"128\"><p>5th</p></td><td style=\"text-align: center;\" width=\"128\"><p>Rune Mastery</p><p>Runic Discovery</p></td><td style=\"text-align: center;\" width=\"128\"><p>4</p></td><td style=\"text-align: center;\" width=\"128\"><p>3</p></td><td style=\"text-align: center;\" width=\"128\"><p>2</p></td></tr></tbody></table><p>&nbsp;</p><p><strong>Rune Magic</strong><br />Rune magic allows a character to unlock the power contained within magical symbols and sigils. Not every such mark has the potential for power. Only those runes forged in the ancient days of creation still resonate with the fundamental magic of the world. Runes work much like magic items. You can discover them, attune to them, and use their magic in a variety of ways. However, unlike with magic items, only a rune scribe can use all the benefits a rune offers.</p><p><strong>Overview</strong><br />Runes are powerful icons that you can use for a variety of effects. In order to use a rune, you must normally find and keep a <strong>master rune</strong>. A master rune is a rare object &ndash; a gem or carved rock, a magical token, a shard of some special material, and so on &ndash; engraved with the rune and empowered with magic that allows you to unleash the rune&rsquo;s effects. Those effects are divided into two categories.</p><p><strong>Simple properties </strong>are usable by anyone who attunes to a master rune.</p><p><strong>Complex properties </strong>are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature. Unless otherwise noted, you must have a master rune on your person in order to use its properties.</p><p><strong>Finding Runes</strong><br />A rune found as treasure is a master rune, carefully scribed into a rare object and available for use as a training tool to allow would-be rune scribes to unlock its power. Each rune discussed below is detailed as part of a master rune. Master runes and the runes they contain are treated much like magic items. They are categorized in rarity from rare to legendary, and can be placed in a campaign whenever the DM opts to place treasure. There are no common or uncommon runes.</p><p><strong>Buying and Selling Runes</strong><br />Treat a master rune as a magic item of its equivalent rarity for the purpose of buying and selling in the campaign. Just as with other magic items, the DM will determine whether such items are available to purchase in the campaign and under what conditions.</p><p><strong>Identifying Runes</strong><br />Runes are identified in a manner similar to magic items. Simply handling a master rune causes a strong sense of its rune&rsquo;s identity to echo in a character&rsquo;s mind. For example, touching a master rune item containing the <em>kalt </em>rune (the rune of cold) might cause you to experience a sudden chill as visions of snow and ice flash through your mind. The <em>identify </em>spell immediately reveals a master rune&rsquo;s simple properties. You can also learn its simple properties over the course of a short rest while maintaining physical contact with the rune.</p><p><strong>Runes and Attunement</strong><br />A rune always requires attunement to use its simple properties. Attuning to a master rune requires you to spend a short rest focused on only that item while being in physical contact with it. This can&rsquo;t be the same short rest used to learn the rune&rsquo;s properties. This focus takes the form of carefully and repeatedly copying the rune, whether with ink and parchment or simply scribing it into the dirt. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you gain an intuitive understanding of how to activate the rune&rsquo;s magical properties. A master rune can be attuned to only one creature at a time, and all runes count toward your limit of magic items you can attune to. Any attempt to attune to a fourth magic item or rune fails (though a rune scribe&rsquo;s Rune Mastery feature allows attunement to one additional rune). You cannot attune to more than one copy of a rune. You can end attunement to a rune in the same manner as with any other magic item.</p><p><strong>Master Runes</strong><br />Presented here are four runes (in the form of master runes) for use in your campaign - just enough to fully outfit a rune scribe who reaches 5<sup>th</sup> level.</p><p><strong>Opal of the Ild Rune</strong><br /><em>Master rune, rare (requires attunement)</em><br />This triangular fire opal measures about three inches on each side and is half an inch thick. The <em>ild </em>rune&mdash;the rune of fire&mdash;shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.</p><p><strong><em>Ignite (Simple Property). </em></strong>As an action, you scribe the <em>ild </em>rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.</p><p><strong><em>Fire Tamer (Simple Property). </em></strong>As an action, you touch an open flame and scribe the <em>ild </em>rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the <em>ild </em>rune in this manner. The radius extends by 20 feet per level of the expended spell slot.</p><p><strong><em>Fire&rsquo;s Friend (Simple Property). </em></strong>While you are attuned to this rune, you have resistance to cold damage.</p><p><strong><em>Combustion (Complex Property). </em></strong>As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.</p><p><strong><em>Flame Brand (Complex Property). </em></strong>Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.</p><p><strong><em>Flame Stoker (Complex Property). </em></strong>While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.</p><p><strong>Orb of the Stein Rune</strong><br /><em>Master rune, rare (requires attunement)</em><br />This spherical chunk of granite is about the size of a human fist. The <em>stein </em>rune &ndash; the rune of stone &ndash; appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.</p><p><strong><em>Indomitable Stand (Simple Property). </em></strong>As an action, you scribe the <em>stein </em>rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end.</p><p><strong><em>Stone Soul (Simple Property). </em></strong>While you are attuned to this rune, you cannot be petrified.</p><p><strong><em>Stone&rsquo;s Secrets (Simple Property). </em></strong>As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.</p><p><strong><em>Crushing Brand (Complex Property). </em></strong>Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon&rsquo;s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.</p><p><strong><em>Earthen Step (Complex Property). </em></strong>While you are attuned to this rune, you can cast <em>meld into stone </em>as a bonus action. You regain this ability after a short or long rest.</p><p><strong><em>Overwhelming Bolt (Complex Property). </em></strong>As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.</p><p><strong>Pennant of the Vind Rune<br /></strong><em>Master rune, rare (requires attunement)</em><br />This five-foot- long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The <em>vind </em>rune - the rune of wind &ndash; flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment.</p><p><strong><em>Comforting Wind (Simple Property). </em></strong>While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.</p><p><strong><em>Wind Step (Simple Property). </em></strong>As an action, you scribe the <em>vind </em>rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.</p><p><strong><em>Wind&rsquo;s Grasp (Simple Property). </em></strong>As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall.</p><p><strong><em>Howling Brand (Complex Property). </em></strong>Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon&rsquo;s attacks do not suffer disadvantage due to range. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.</p><p><strong><em>Shrieking Bolt (Complex Property). </em></strong>As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot&rsquo;s level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.</p><p><strong><em>Wind Walker (Complex Property). </em></strong>While you are attuned to this rune, you can cast <em>levitate </em>as a bonus action. You regain this ability after a short or long rest.</p><p><strong>Shard of the Kalt Rune</strong><br /><em>Master rune, rare (requires attunement)</em><br />This long, slender shard of ice is roughly the size of a dagger. The <em>kalt </em>rune &ndash; the rune of ice &ndash; glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally.</p><p><strong><em>Frigid Touch (Simple Property). </em></strong>As an action, you scribe the <em>kalt </em>rune on the surface of any volume of water. The water freezes in a 10\u2011foot radius around the spot where you scribed the rune.</p><p><strong><em>Frost Friend (Simple Property). </em></strong>While you are attuned to this rune, you have resistance to fire damage.</p><p><strong><em>Icy Mantle (Simple Property). </em></strong>As an action, you scribe the <em>kalt </em>rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.</p><p><strong><em>Freezing Bolt (Complex Property). </em></strong>As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.</p><p><strong><em>Ice Brand (Complex Property). </em></strong>Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot&rsquo;s level divided by three. These effects last for 24 hours or until you use this property again.</p><p><strong><em>Winter&rsquo;s Howl (Complex Property). </em></strong>While you are attuned to this rune, you can cast <em>sleet storm </em>as an action. You regain this ability after a short or long rest.</p><p><strong>&nbsp;</strong></p>",
            "hit_die": "",
            "id": 5298,
            "name": "Prestige Class: Rune Scribe",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "prestige"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Acolyte</h1><p>You have spent your life in the service o f a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric-performing sacred rites is not the same thing as channeling divine power.</p><p>Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader o f a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.</p><p><strong>Skill Proficiencies: </strong>Insight, Religion<br /><strong>Languages: </strong>Two of your choice<br /><strong>Equipment: </strong>A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15gp</p><p><strong>Feature: Shelter of the Faithful</strong><br />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.</p><p>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 hazardous and you remain in good standing with your temple.</p><p><strong>Suggested Characteristics</strong><br />Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p><p><strong>d8 Personality Trait</strong><br />1 I idolize a particular hero of my faith, and constantly refer to that person&rsquo;s deeds and example.<br />2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.<br />3 I see omens in every event and action. The gods try to speak to us, we just need to listen<br />4 Nothing can shake my optimistic attitude.<br />5 I quote (or misquote) sacred texts and proverbs in almost every situation.<br />6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.<br />7 I've enjoyed fine food, drink, and high society among my temple&rsquo;s elite. Rough living grates on me.<br />8 I&rsquo;ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</p><p><strong>d6 Ideal</strong><br />1 <strong>Tradition. </strong>The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)<br />2 <strong>Charity</strong>. I always try to help those in need, no matter what the personal cost. (Good)<br />3 <strong>Change. </strong>We must help bring about the changes the gods are constantly working in the world. (Chaotic)<br />4 <strong>Power.</strong> I hope to one day rise to the top of my faith&rsquo;s religious hierarchy. (Lawful)<br />5 <strong>Faith. </strong>I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful)<br />6 <strong>Aspiration. </strong>I seek to prove myself worthy of my god&rsquo;s favor by matching my actions against his or her teachings. (Any)</p><p><strong>d6 Bond</strong><br />1 I would die to recover an ancient relic of my faith that was lost long ago.<br />2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.<br />3 I owe my life to the priest who took me in when my parents died.<br />4 Everything I do is for the common people.<br />5 I will do anything to protect the temple where I served.<br />6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</p><p><strong>d6 Flaw</strong><br />1 I judge others harshly, and myself even more severely.<br />2 I put too much trust in those who wield power within my temple&rsquo;s hierarchy.<br />3 My piety sometimes leads me to blindly trust those that profess faith in my god.<br />4 I am inflexible in my thinking.<br />5 I am suspicious of strangers and expect the worst of them.<br />6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</p>",
            "hit_die": "",
            "id": 5386,
            "name": "Acolyte",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Charlatan</h1><p>You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It&rsquo;s a useful talent, and one that you&rsquo;re perfectly willing to use for your advantage.</p><p>You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you&rsquo;re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment&mdash;nothing more than a bit of fat with a sprinkle of silver dust&mdash;can restore youth and vigor, and there&rsquo;s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.</p><p><strong>Skill Proficiencies: </strong>Deception, Sleight of Hand<br /><strong>Tool Proficiencies: </strong>Disguise kit, forgery kit<br /><strong>Equipment: </strong>A set o f fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp</p><p><strong>Favorite Schemes</strong><br />Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.</p><p><strong>d6 Scam</strong><br />1 I cheat at games of chance.<br />2 I shave coins or forge documents.<br />3 I insinuate myself into people&rsquo;s lives to prey on their weakness and secure their fortunes.<br />4 I put on new identities like clothes.<br />5 I run sleight-of-hand cons on street corners.<br />6 I convince people that worthless junk is worth their hard-earned money.</p><p><strong>Feature: False Identity</strong><br />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><p><strong>Suggested Characteristics</strong><br />Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.</p><p><strong>d8 Personality Trait</strong><br />1 I fall in and out of love easily, and am always pursuing someone.<br />2 I have a joke for every occasion, especially occasions where humor is inappropriate.<br />3 Flattery is my preferred trick for getting what I want.<br />4 I&rsquo;m a born gambler who can't resist taking a risk for a potential payoff.<br />5 I lie about almost everything, even when there&rsquo;s no good reason to.<br />6 Sarcasm and insults are my weapons of choice.<br />7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.<br />8 I pocket anything I see that might have some value.</p><p><strong>d6 Ideal</strong><br />1 Independence. I am a free spirit&mdash; no one tells me what to do. (Chaotic)<br />2 Fairness. I never target people who can&rsquo;t afford to lose a few coins. (Lawful)<br />3 Charity. I distribute the money I acquire to the people who really need it. (Good)<br />4 Creativity. I never run the same con twice. (Chaotic)<br />5 Friendship. Material goods come and go. Bonds of friendship last forever. (Good)<br />6 Aspiration. I&rsquo;m determined to make something of myself. (Any)</p><p><strong>d6 </strong><strong>Bond</strong><br />1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.<br />2 I owe everything to my mentor&mdash;a horrible person who&rsquo;s probably rotting in jail somewhere.<br />3 Somewhere out there, I have a child who doesn&rsquo;t know me. I&rsquo;m making the world better for him or her.<br />4 I come from a noble family, and one day I&rsquo;ll reclaim my lands and title from those who stole them from me.<br />5 A powerful person killed someone I love. Someday soon, I&rsquo;ll have my revenge.<br />6 I swindled and ruined a person who didn&rsquo;t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.</p><p><strong>d6 Flaw</strong><br />1 I can&rsquo;t resist a pretty face.<br />2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.<br />3 I&rsquo;m convinced that no one could ever fool me the way I fool others.<br />4 I&rsquo;m too greedy for my own good. I can&rsquo;t resist taking a risk if there&rsquo;s money involved.<br />5 I can&rsquo;t resist swindling people who are more powerful than me.<br />6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.</p>",
            "hit_die": "",
            "id": 5387,
            "name": "Charlatan",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Criminal</h1><p>You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You&rsquo;re far closer than m ost people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.</p><p><strong>Skill Proficiencies: </strong>Deception, Stealth<br /><strong>Tool Proficiencies: </strong>One type of gaming set, thieves&rsquo; tools<br /><strong>Equipment: </strong>A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15gp</p><p><strong>Criminal Specialty</strong><br />There are many kinds of criminals, and within a thieves&rsquo; guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.</p><p><strong>d8 </strong><strong>Specialty</strong><br />1 Blackmailer<br />2 Burglar<br />3 Enforcer<br />4 Fence<br />5 Highway robber<br />6 Hired killer<br />7 Pickpocket<br />8 Smuggler</p><p><strong>Feature: Criminal Contact</strong><br />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><p><strong>Suggested Characteristics</strong><br />Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.</p><p><strong>d8 Personality Trait</strong><br />1 I always have a plan for what to do when things go wrong.<br />2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.<br />3 the first thing I do in my new place is note the locations of everything valuable-or where such things could be hidden.<br />4 I would rather make a new friend than a new enemy.<br />5 I am incredibly slow to trust. Those who seem them fairest often have the most to hide.<br />6 I don&rsquo;t pay attention to the risks in a situation. Never tell me the odds.<br />7 The best way to get me to do something is to tell me I can&rsquo;t do it.<br />8 I blow up at the slightest insult.</p><p><strong>d6 Ideal</strong><br />1 <strong>Honor. </strong>I don&rsquo;t steal from others in the trade. (Lawful)<br />2 <strong>Freedom. </strong>Chains are meant to be broken, as are those who would forge them. (Chaotic)<br />3 <strong>Charity. </strong>I steal from the wealthy so that I can help people in need. (Good)<br />4 <strong>Greed. </strong>I will do whatever it takes to become wealthy. (Evil)<br />5 <strong>People. </strong>I&rsquo;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)<br />6 <strong>Redemption. </strong>There&rsquo;s a spark of good in everyone. (Good)</p><p><strong>d6 Bond</strong><br />1 I&rsquo;m trying to pay off an old debt I owe to a generous benefactor.<br />2 My ill-gotten gains go to support my family.<br />3 Something important was taken from me, and I aim to steal it back.<br />4 I will become the greatest thief that ever lived.<br />5 I&rsquo;m guilty of a terrible crime. I hope I can redeem myself for it.<br />6 Someone I loved died because of a mistake I made. That will never happen again.</p><p><strong>Variant Criminal: Spy</strong><br />Although your capabilities are not much different from those o f a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.</p>",
            "hit_die": "",
            "id": 5388,
            "name": "Criminal",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Entertainer</h1><p>You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.</p><p><strong>Skill Proficiencies: </strong>Acrobatics, Performance<br /><strong>Tool Proficiencies: </strong>Disguise kit, one type of musical instrument<br /><strong>Equipment: </strong>A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15gp</p><p><strong>Entertainer Routines</strong><br />A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.</p><p><strong>d10 Entertainer Routine</strong><br />1 Actor<br />2 Dancer<br />3 Fire-eater<br />4 jester<br />5 juggler<br />6 Instrumentalist<br />7 Poet<br />8 Singer<br />9 Storyteller<br />10 Tumbler</p><p><strong>Feature: By Popular Demand</strong><br />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&rsquo;s court. At such a place, you receive free lodging and food o f 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 o f a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.</p><p><strong>Suggested Characteristics</strong><br />Successful entertainers have to be able to capture and hold an audience&rsquo;s attention, so they tend to have flamboyant or forceful personalities. They&rsquo;re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.</p><p><strong>d8 Personality Trait</strong><br />1 I know a story relevant to almost every situation.<br />2 Whenever I come to a new place, I collect local rumors and spread gossip.<br />3 I&rsquo;m a hopeless romantic, always searching for that &ldquo;special someone.&rdquo;<br />4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.<br />5 I love a good insult, even one directed at me.<br />6 I get bitter if I&rsquo;m not the center of attention.<br />7 I&rsquo;ll settle for nothing less than perfection.<br />8 I change my mood or my mind as quickly as I change key in a song.</p><p><strong>d6 Flaw</strong><br />1 When I see something valuable, I can&rsquo;t think about anything but how to steal it.<br />2 When faced with a choice between money and my friends, I usually choose the money.<br />3 If there&rsquo;s a plan, I&rsquo;ll forget it. If I don&rsquo;t forget it, I&rsquo;ll ignore it.<br />4 I have a &ldquo;tell&rdquo; that reveals when I'm lying.<br />5 I turn tail and run when things look bad.<br />6 An innocent person is in prison for a crime that I committed. I&rsquo;m okay with that.</p><p><strong>d6 Ideal</strong><br />1 <strong>Beauty. </strong>When I perform, I make the world better than it was. (Good)<br />2 <strong>Tradition. </strong>The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)<br />3 <strong>Creativity. </strong>The world is in need of new ideas and bold action. (Chaotic)<br />4 <strong>Greed. </strong>I&rsquo;m only in it for the money and fame. (Evil)<br />5 <strong>People. </strong>I like seeing the smiles on people&rsquo;s faces when I perform. That&rsquo;s all that matters. (Neutral)<br />6 <strong>Honesty. </strong>Art should reflect the soul; it should come from within and reveal who we really are. (Any)</p><p><strong>d6 </strong><strong>Bond</strong><br />1 My instrument is my most treasured possession, and it reminds me of someone I love.<br />2 Someone stole my precious instrument, and someday I&rsquo;ll get it back.<br />3 I want to be famous, whatever it takes.<br />4 I idolize a hero of the old tales and measure my deeds against that person&rsquo;s.<br />5 I will do anything to prove myself superior to my hated rival.<br />6 I would do anything for the other members of my old troupe.</p><p><strong>d6 Flaw</strong><br />1 I&rsquo;ll do anything to win fame and renown.<br />2 I&rsquo;m a sucker for a pretty face.<br />3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.<br />4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.<br />5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.<br />6 Despite my best efforts, I am unreliable to my friends.</p><p><strong>Variant Entertainer: Gladiator</strong><br />A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, 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>",
            "hit_die": "",
            "id": 5389,
            "name": "Entertainer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Folk Hero</h1><p>You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.</p><p><strong>Skill Proficiencies: </strong>Animal Handling, Survival<br /><strong>Tool Proficiencies: </strong>One type of artisan&rsquo;s tools, vehicles (land)<br /><strong>Equipment: </strong>A set of artisan&rsquo;s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10gp</p><p><strong>Defining Event</strong><br />You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.</p><p><strong>d10 Defining Event</strong><br />1 I stood up to a tyrant&rsquo;s agents.<br />2 I saved people during a natural disaster.<br />3 I stood alone against a terrible monster.<br />4 I stole from a corrupt merchant to help the poor.<br />5 I led a militia to fight off an invading army.<br />6 I broke into a tyrant&rsquo;s castle and stole weapons to arm the people.<br />7 I trained the peasantry to use farm implements as weapons against a tyrant&rsquo;s soldiers.<br />8 A lord rescinded an unpopular decree after I led a symbolic act of protect against it.<br />9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.<br />10 Recruited into a lord&rsquo;s army, I rose to leadership and was commended for my heroism.</p><p><strong>Feature: Rustic Hospitality</strong><br />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><p><strong>Suggested Characteristics</strong><br />A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.</p><p><strong>&nbsp;d8 Personality Trait</strong><br />1 I judge people by their actions, not their words.<br />2 If someone is in trouble, I&rsquo;m always ready to lend help.<br />3 When I set my mind to something, I follow through no matter what gets in my way.<br />4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.<br />5 I&rsquo;m confident in my own abilities and do what I can to instill confidence in others.<br />6 Thinking is for other people. I prefer action.<br />7 I misuse long words in an attempt to sound smarter.<br />8 I get bored easily. When am I going to get on with my destiny?</p><p><strong>d6 Ideal</strong><br />1 <strong>Respect. </strong>People deserve to be treated with dignity and respect. (Good)<br />2 <strong>Fairness. </strong>No one should get preferential treatment before the law, and no one is above the law. (Lawful)<br />3 <strong>Freedom. </strong>Tyrants must not be allowed to oppress the people. (Chaotic)<br />4 <strong>Might. </strong>If I become strong, I can take what I want&mdash;what I deserve. (Evil)<br />5 <strong>Sincerity. </strong>There&rsquo;s no good in pretending to be something I&rsquo;m not. (Neutral)<br />6 <strong>Destiny. </strong>Nothing and no one can steer me away from my higher calling. (Any)</p><p><strong>d6 Bond</strong><br />1 I have a family, but I have no idea where they are. One day, I hope to see them again.<br />2 I worked the land, I love the land, and I will protect the land.<br />3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.<br />4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.<br />5 I protect those who cannot protect themselves.<br />6 I wish my childhood sweetheart had come with me to pursue my destiny.</p><p><strong>d6 Flaw</strong><br />1 The tyrant who rules my land will stop at nothing to see me killed.<br />2 I&rsquo;m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.<br />3 The people who knew me when I was young know my shameful secret, so I can never go home again.<br />4 I have a weakness for the vices of the city, especially hard drink.<br />5 Secretly, I believe that things would be better if I were a tyrant lording over the land.<br />6 I have trouble trusting in my allies.</p>",
            "hit_die": "",
            "id": 5390,
            "name": "Folk Hero",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Guild Artisan</h1><p>You are a member of an artisan&rsquo;s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints o f a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.</p><p><strong>Skill Proficiencies: </strong>Insight, Persuasion<br /><strong>Tool Proficiencies: </strong>One type o f artisan&rsquo;s tools<br /><strong>Languages: </strong>One of your choice<br /><strong>Equipment: </strong>A set of artisan&rsquo;s tools (one of your choice), a letter of introduction from your guild, a set of traveler&rsquo;s clothes, and a belt pouch containing 15gp</p><p><strong>Guild Business</strong><br />Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.</p><p><strong>d20 Guild Business</strong><br />1 Alchemists and apothecaries<br />2 Armorers, locksmiths, and finesmiths<br />3 Brewers, distillers, and vintners<br />4 Calligraphers, scribes, and scriveners<br />5 Carpenters, roofers, and plasterers<br />6 Cartographers, surveyors, and chart-makers<br />7 Cobblers and shoemakers<br />8 Cooks and bakers<br />9 Glassblowers and glaziers<br />10 Jewelers and gemcutters<br />11 Leatherworkers, skinners, and tanners<br />12 Masons and stonecutters<br />13 Painters, limners, and sign-makers<br />14 Potters and tile-makers<br />15 Shipwrights and sailmakers<br />16 Smiths and metal-forgers<br />17 Tinkers, pewterers, and casters<br />18 Wagon-makers and wheelwrights<br />19 Weavers and dyers<br />20 Woodcarvers, coopers, and bowyers</p><p>As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan&rsquo;s tools), as w ell as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.</p><p><strong>Feature: Guild Membership</strong><br />As an established and respected member o f 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 o f 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&rsquo;s coffers. You must pay dues of 5gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild&rsquo;s good graces.</p><p><strong>Suggested Characteristics</strong><br />Guild artisans are among the most ordinary people in the world&mdash;until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they&rsquo;re vulnerable to sins of greed and covetousness.</p><p><strong>d8 Personality Trait</strong><br />1 I believe that anything worth doing is worth doing right. I can&rsquo;t help it&mdash; I&rsquo;m a perfectionist.<br />2 I&rsquo;m a snob who looks down on those who can&rsquo;t appreciate fine art.<br />3 I always want to know how things work and what makes people tick.<br />4 I&rsquo;m full of witty aphorisms and have a proverb for every occasion.<br />5 I&rsquo;m rude to people who lack my commitment to hard work and fair play.<br />6 I like to talk at length about my profession.<br />7 I don&rsquo;t part with my money easily and will haggle tirelessly to get the best deal possible.<br />8 I&rsquo;m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven&rsquo;t heard of me.</p><p><strong>d6 Ideal</strong><br />1 <strong>Community. </strong>It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)<br />2 <strong>Generosity. </strong>My talents were given to me so that I could use them to benefit the world. (Good)<br />3 <strong>Freedom. </strong>Everyone should be free to pursue his or her own livelihood. (Chaotic)<br />4 <strong>Greed. </strong>I&rsquo;m only in it for the money. (Evil)<br />5 <strong>People. </strong>I&rsquo;m committed to the people I care about, not to ideals. (Neutral)<br />6 <strong>Aspiration. </strong>I work hard to be the best there is at my craft.</p><p><strong>d6 Bond</strong><br />1 The workshop where I learned my trade is the most important place in the world to me.<br />2 I created a great work for someone, and then found them unworthy to receive it. I&rsquo;m still looking for someone worthy.<br />3 I owe my guild a great debt for forging me into the person I am today.<br />4 I pursue wealth to secure someone&rsquo;s love.<br />5 One day I will return to my guild and prove that I am the greatest artisan of them all.<br />6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</p><p><strong>d6 Flaw</strong><br />1 I&rsquo;ll do anything to get my hands on something rare or priceless.<br />2 I&rsquo;m quick to assume that someone is trying to cheat me.<br />3 No one must ever learn that I once stole money from guild coffers.<br />4 I&rsquo;m never satisfied with what I have&mdash; I always want more.<br />5 I would kill to acquire a noble title.<br />6 I&rsquo;m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I&rsquo;m surrounded by rivals.</p><p><strong>Variant Guild Artisan: Guild Merchant</strong><br />Instead of an artisans&rsquo; guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo;t craft items yourself but earn a living by buying 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&rsquo;s life lends itself to adventure far more than the life of an artisan.</p><p>Rather than proficiency with artisan&rsquo;s tools, you might be proficient with navigator&rsquo;s tools or an additional language. And instead of artisan&rsquo;s tools, you can start with a mule and a cart.</p>",
            "hit_die": "",
            "id": 5391,
            "name": "Guild Artisan",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Hermit</h1><p>You lived in seclusion&mdash;either in a sheltered community such as a monastery, or entirely a lone&mdash;for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.</p><p><strong>Skill Proficiencies: </strong>Medicine, Religion<br /><strong>Tool Proficiencies: </strong>Herbalism kit<br /><strong>Languages: </strong>One of your choice<br /><strong>Equipment: </strong>A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp</p><p><strong>Life of Seclusion</strong><br />What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.</p><p><strong>d8 Life of Seclusion<br /></strong>1 I was searching for spiritual enlightenment.<br />2 I was partaking of communal living in accordance with the dictates of a religious order.<br />3 I was exiled for a crime I didn&rsquo;t commit.<br />4 I retreated from society after a life-altering event.<br />5 I needed a quiet place to work on my art, literature, music, or manifesto.<br />6 I needed to commune with nature, far from civilization.<br />7 I was the caretaker of an ancient ruin or relic.<br />8 I was a pilgrim in search of a person, place, or relic of spiritual significance.</p><p><strong>Feature: Discovery</strong><br />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><p><strong>Suggested Characteristics</strong><br />Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.</p><p><strong>d8 Personality Trait</strong><br />1 I&rsquo;ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.<br />2 I am utterly serene, even in the face of disaster.<br />3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.<br />4 I feel tremendous empathy for all who suffer.<br />5 I&rsquo;m oblivious to etiquette and social expectations.<br />6 I connect everything that happens to me to a grand, cosmic plan.<br />7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.<br />8 I am working on a grand philosophical theory and love sharing my ideas.</p><p><strong>d6 Ideal</strong><br />1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)<br />2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)<br />3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)<br />4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)<br />5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)<br />6 Self-Knowledge. If you know yourself, there&rsquo;s nothing left to know. (Any)</p><p><strong>d6 Bond</strong><br />1 Nothing is more important than the other members of my hermitage, order, or association.<br />2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.<br />3 I&rsquo;m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.<br />4 I entered seclusion because I loved someone I could not have.<br />5 Should my discovery come to light, it could bring ruin to the world.<br />6 My isolation gave me great insight into a great evil that only I can destroy.</p><p><strong>d6 Flaw</strong><br />1 Now that I've returned to the world, I enjoy its delights a little too much.<br />2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.<br />3 I am dogmatic in my thoughts and philosophy.<br />4 I let my need to win arguments overshadow friendships and harmony.<br />5 I&rsquo;d risk too much to uncover a lost bit of knowledge.<br />6 I like keeping secrets and won&rsquo;t share them with anyone.&nbsp;</p><p><strong>Other Hermits</strong><br />This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you&rsquo;re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.</p>",
            "hit_die": "",
            "id": 5393,
            "name": "Hermit",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>N</strong>oble</h1><p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p><p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn&rsquo;t stand on its own&mdash;it&rsquo;s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What&rsquo;s your position in the family? A re you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don&rsquo;t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family&rsquo;s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might w ear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign.</p><p><strong>Skill Proficiencies: </strong>History, Persuasion<br /><strong>Tool Proficiencies: </strong>One type of gaming set<br /><strong>Languages: </strong>One of your choice<br /><strong>Equipment: </strong>A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp</p><p><strong>Feature: Position of Privilege</strong><br />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><p><strong>Suggested Characteristics</strong><br />Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds&mdash;responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family&rsquo;s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p><p><strong>d8 Personality Trait</strong><br />1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.<br />2 The common folk love me for my kindness and generosity.<br />3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.<br />4 I take great pains to always look my best and follow the latest fashions.<br />5 I don&rsquo;t like to get my hands dirty, and I won&rsquo;t be caught dead in unsuitable accommodations.<br />6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.<br />7 My favor, once lost, is lost forever.<br />8 If you do me an injury, I will crush you, ruin your name, and salt your fields.</p><p><strong>d6 Ideal</strong><br />1 <strong>Respect. </strong>Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)<br />2 <strong>Responsibility. </strong>It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)<br />3 <strong>Independence. </strong>I must prove that I can handle myself without the coddling of my family. (Chaotic)<br />4 <strong>Power. </strong>If I can attain more power, no one will tell me what to do. (Evil)<br />5 <strong>Family. </strong>Blood runs thicker than water. (Any)<br />6 <strong>Noble Obligation. </strong>It is my duty to protect and care for the people beneath me. (Good)</p><p><strong>d6 Bond</strong><br />1 I will face any challenge to win the approval of my family.<br />2 My house&rsquo;s alliance with another noble family must be sustained at all costs.<br />3 Nothing is more important than the other members of my family.<br />4 I am in love with the heir of a family that my family despises.<br />5 My loyalty to my sovereign is unwavering.<br />6 The common folk must see me as a hero of the people.<strong> <br /></strong></p><p><strong>d6 Flaw<br /></strong>1 I secretly believe that everyone is beneath me.<br />2 I hide a truly scandalous secret that could ruin my family forever.<br />3 I too often hear veiled insults and threats in every word addressed to me, and I&rsquo;m quick to anger.<br />4 I have an insatiable desire for carnal pleasures.<br />5 In fact, the world does revolve around me.<br />6 By my words and actions, I often bring shame to my family.</p><p><strong>Variant Noble: Knight</strong><br />A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart&mdash;in a chaste sort of devotion. (This person could be your bond.)</p><p><strong>Variant Feature: Retainers</strong><br />If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.</p>",
            "hit_die": "",
            "id": 5394,
            "name": "Noble",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>OUTLANDER</h1><p>You grew up in the wilds, far from civilization and the comforts of town and technology. You&rsquo;ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don&rsquo;t know the specific features of the terrain, you know the ways o f the wild.</p><p><strong>Skill Proficiencies: </strong>Athletics, Survival<br /><strong>Tool Proficiencies: </strong>One type of musical instrument<br /><strong>Languages: </strong>One of your choice<br /><strong>Equipment: </strong>A staff, a hunting trap, a trophy from an animal you killed, a set of traveler&rsquo;s clothes, and a belt pouch containing 10gp</p><p><strong>Origin</strong><br />You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.</p><p><strong>d10 Origin</strong><br />1 Forester<br />2 Trapper<br />3 Homesteader<br />4 Guide<br />5 Exile or outcast<br />6 Bounty hunter<br />7 Pilgrim<br />8 Tribal nomad<br />9 Hunter-gatherer<br />10 Tribal marauder</p><p><strong>Feature: Wanderer</strong><br />You have an excellent memory for maps and geography, and you can always recall the general layout o f 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><p><strong>Suggested Characteristics</strong><br />Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties o f tribe, clan, family, and the natural world o f which they are a part are the most important bonds to most outlanders.</p><p><strong>d8 Personality Trait</strong><br />1 I&rsquo;m driven by a wanderlust that led me away from home.<br />2 I watch over my friends as if they were a litter of newborn pups.<br />3 I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I&rsquo;d do it again if I had to.<br />4 I have a lesson for every situation, drawn from observing nature.<br />5 I place no stock in wealthy or well-mannered folk. Money and manners won&rsquo;t save you from a hungry owlbear.<br />6 I&rsquo;m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.<br />7 I feel far more comfortable around animals than people.<br />8 I was, in fact, raised by wolves.</p><p><strong>d6 Ideal<br /></strong>1<strong> Change. </strong>Life is like the seasons, in constant change, and we must change with it. (Chaotic)<br />2 <strong>Greater Good. </strong>It is each person&rsquo;s responsibility to make the most happiness for the whole tribe. (Good)<br />3 <strong>Honor. </strong>If I dishonor myself, I dishonor my whole clan. (Lawful)<br />4 <strong>Might. </strong>The strongest are meant to rule. (Evil)<br />5 <strong>Nature. </strong>The natural world is more important than all the constructs of civilization. (Neutral)<br />6 <strong>Glory. </strong>I must earn glory in battle, for myself and my clan. (Any)</p><p><strong>d6 Bond<br /></strong>1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.<br />2 An injury to the unspoiled wilderness of my home is an injury to me.<br />3 I will bring terrible wrath down on the evildoers who destroyed my homeland.<br />4 I am the last of my tribe, and it is up to me to ensure their names enter legend.<br />5 I suffer awful visions of a coming disaster and will do anything to prevent it.<br />6 It is my duty to provide children to sustain my tribe.</p><p><strong>d6 Flaw<br /></strong>1 I am too enamored of ale, wine, and other intoxicants.<br />2 There&rsquo;s no room for caution in a life lived to the fullest.<br />3 I remember every insult I&rsquo;ve received and nurse a silent resentment toward anyone who&rsquo;s ever wronged me.<br />4 I am slow to trust members of other races, tribes, and societies.<br />5 Violence is my answer to almost any challenge.<br />6 Don&rsquo;t expect me to save those who can&rsquo;t save themselves. It is nature&rsquo;s way that the strong thrive and the weak perish.</p>",
            "hit_die": "",
            "id": 5395,
            "name": "Outlander",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Sage</h1><p>You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.</p><p><strong>Skill Proficiencies: </strong>Arcana, History<br /><strong>Languages: </strong>Two of your choice<br /><strong>Equipment: </strong>A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10gp</p><p><strong>Specialty</strong><br />To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.</p><p><strong>d8 Specialty</strong><br />1 Alchemist<br />2 Astronomer<br />3 Discredited academic<br />4 Librarian<br />5 Professor<br />6 Researcher<br />7 Wizard&rsquo;s apprentice<br />8 Scribe</p><p><strong>Feature: Researcher</strong><br />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><p><strong>Suggested Characteristics</strong><br />Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly&mdash;sometimes in its own right, sometimes as a means toward other ideals.</p><p><strong>d8 Personality Trait</strong><br />1 I use polysyllabic words that convey the impression of great erudition.<br />2 I've read every book in the world&rsquo;s greatest libraries&mdash;or I like to boast that I have.<br />3 I'm used to helping out those who aren&rsquo;t as smart as I am, and I patiently explain anything and everything to others.<br />4 There&rsquo;s nothing I like more than a good mystery.<br />5 I&rsquo;m willing to listen to every side of an argument before I make my own judgment.<br />6 I&hellip; speak&hellip; Slowly&hellip; when talking... to idiots&hellip; which... almost... everyone... is... compared... to me.<br />7 I am horribly, horribly awkward in social situations.<br />8 I&rsquo;m convinced that people are always trying to steal my secrets.</p><p><strong>d6 Ideal</strong><br />1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)<br />2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)<br />3 Logic. Emotions must not cloud our logical thinking. (Lawful)<br />4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)<br />5 Power. Knowledge is the path to power and domination. (Evil)<br />6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)</p><p><strong>d6 Bond</strong><br />1 It is my duty to protect my students.<br />2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.<br />3 I work to preserve a library, university, scriptorium, or monastery.<br />4 My life&rsquo;s work is a series of tomes related to a specific field of lore.<br />5 I've been searching my whole life for the answer to a certain question.<br />6 I sold my soul for knowledge. I hope to do great deeds and win it back.</p><p><strong>d6 Flaw</strong><br />1 I am easily distracted by the promise of information.<br />2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.<br />3 Unlocking an ancient mystery is worth the price of a civilization.<br />4 I overlook obvious solutions in favor of complicated ones.<br />5 I speak without really thinking through my words, invariably insulting others.<br />6 I can&rsquo;t keep a secret to save my life, or anyone else&rsquo;s.</p>",
            "hit_die": "",
            "id": 5396,
            "name": "Sage",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Sailor</strong></h1><p>You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.</p><p>Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What w ere your duties on board&mdash;boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?</p><p><strong>Skill Proficiencies: </strong>Athletics, Perception<br /><strong>Tool Proficiencies: </strong>Navigator&rsquo;s tools, vehicles (water)<br /><strong>Equipment: </strong>A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10gp</p><p><strong>Feature: Ship&rsquo;s Passage</strong><br />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&rsquo;re calling in a favor, you can&rsquo;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><p><strong>Suggested Characteristics</strong><br />Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.</p><p><strong>d6 Ideal</strong><br />1 <strong>Respect. </strong>The thing that keeps a ship together is mutual respect between captain and crew. (Good)<br />2 <strong>Fairness. </strong>We all do the work, so we all share in the rewards. (Lawful)<br />3 <strong>Freedom. </strong>The sea is freedom&mdash;the freedom to go anywhere and do anything. (Chaotic)<br />4 <strong>Mastery. </strong>I&rsquo;m a predator, and the other ships on the sea are my prey. (Evil)<br />5 <strong>People. </strong>I&rsquo;m committed to my crewmates, not to ideals. (Neutral)<br />6 <strong>Aspiration. </strong>Someday I&rsquo;ll own my own ship and chart my own destiny. (Any)</p><p><strong>d6 Bond</strong><br />1 I&rsquo;m loyal to my captain first, everything else second.<br />2 The ship is most important&mdash;crewmates and captains come and go.<br />3 I&rsquo;ll always remember my first ship.<br />4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea.<br />5 I was cheated out of my fair share of the profits, and I want to get my due.<br />6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</p><p><strong>d6 Flaw</strong><br />1 I follow orders, even if I think they&rsquo;re wrong.<br />2 I&rsquo;ll say anything to avoid having to do extra work.<br />3 Once someone questions my courage, I never back down no matter how dangerous the situation.<br />4 Once I start drinking, it&rsquo;s hard for me to stop.<br />5 I can&rsquo;t help but pocket loose coins and other trinkets I come across.<br />6 My pride will probably lead to my destruction. </p><p><strong>Variant Sailor: Pirate</strong><br />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&rsquo;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&rsquo;ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature (see sidebar) instead of the Ship&rsquo;s Passage feature.</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&rsquo;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><p><strong>d8 Personality Trait</strong><br />1 My friends know they can rely on me, no matter what.<br />2 I work hard so that I can play hard when the work is done.<br />3 I enjoy sailing into new ports and making new friends over a flagon of ale.<br />4 I stretch the truth for the sake of a good story.<br />5 To me, a tavern brawl is a nice way to get to know a new city.<br />6 I never pass up a friendly wager.<br />7 My language is as foul as an otyugh nest.<br />8 I like a job well done, especially if I can convince someone else to do it.</p>",
            "hit_die": "",
            "id": 5397,
            "name": "Sailor",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Soldier</h1><p>War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part o f a standing national army or a mercenary company, or perhaps a member o f a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you w ere a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble&rsquo;s or merchant&rsquo;s private army, or a mercenary company.</p><p><strong>Skill Proficiencies: </strong>Athletics, Intimidation<br /><strong>Tool Proficiencies: </strong>One type of gaming set, vehicles (land)<br /><strong>Equipment: </strong>An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10gp</p><p><strong>Specialty</strong><br />During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:</p><p><strong>d8 Specialty</strong><br />1 Officer<br />2 Scout<br />3 Infantry<br />4 Cavalry<br />5 Healer<br />6 Quartermaster<br />7 Standard bearer<br />8 Support staff (cook, blacksmith, or the like)</p><p><strong>Feature: Military Rank</strong><br />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 o f 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><p><strong>Suggested Characteristics</strong><br />The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.</p><p><strong>d8 Personality Trait</strong><br />1 I'm always polite and respectful.<br />2 I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.<br />3 I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.<br />4 I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.<br />5 I can stare down a hell hound without flinching.<br />6 I enjoy being strong and like breaking things.<br />7 I have a crude sense of humor.<br />8 I face problems head-on. A simple, direct solution is the best path to success.</p><p><strong>d6 Ideal</strong><br />1 <strong>Greater Good. </strong>Our lot is to lay down our lives in defense of others. (Good)<br />2 <strong>Responsibility. </strong>I do what I must and obey just authority. (Lawful)<br />3 <strong>Independence. </strong>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)<br />4 <strong>Might. </strong>In life as in war, the stronger force wins. (Evil)<br />5 <strong>Live and Let Live. </strong>Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)<br />6 <strong>Nation. </strong>My city, nation, or people are all that matter. (Any)</p><p><strong>d6 Bond</strong><br />1 I would still lay down my life for the people I served with.<br />2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.<br />3 My honor is my life.<br />4 I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.<br />5 Those who fight beside me are those worth dying for.<br />6 I fight for those who cannot fight for themselves.</p><p><strong>d6 Flaw</strong><br />1 The monstrous enemy we faced in battle still leaves me quivering with fear.<br />2 I have little respect for anyone who is not a proven warrior.<br />3 I made a terrible mistake in battle cost many lives&mdash;and I would do anything to keep that mistake secret.<br />4 My hatred of my enemies is blind and unreasoning.<br />5 I obey the law, even if the law causes misery.<br />6 I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</p>",
            "hit_die": "",
            "id": 5398,
            "name": "Soldier",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Urchin</strong></h1><p>You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You&rsquo;ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. </p><p>You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?</p><p><strong>Skill Proficiencies: </strong>Sleight of Hand, Stealth<br /><strong>Tool Proficiencies: </strong>Disguise kit, thieves&rsquo; tools<br /><strong>Equipment: </strong>A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10gp</p><p><strong>Feature: City Secrets</strong><br />You know the secret patterns and flow to cities and can find passages 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><p><strong>Suggested Characteristics</strong><br />Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life&mdash;and maybe get some payback on all the rich people who treated them badly.</p><p><strong>d8 Personality Trait</strong><br />1 I hide scraps of food and trinkets away in my pockets.<br />2 I ask a lot of questions.<br />3 I like to squeeze into small places where no one else can get to me.<br />4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.<br />5 I eat like a pig and have bad manners.<br />6 I think anyone who&rsquo;s nice to me is hiding evil intent.<br />7 I don&rsquo;t like to bathe.<br />8 I bluntly say what other people are hinting at or hiding.</p><p><strong>d6 Ideal</strong><br />1 <strong>Respect. </strong>All people, rich or poor, deserve respect. (Good)<br />2 <strong>Community. </strong>We have to take care of each other, because no one else is going to do it. (Lawful)<br />3 <strong>Change. </strong>The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)<br />4 <strong>Retribution. </strong>The rich need to be shown what life and death are like in the gutters. (Evil)<br />5 <strong>People. </strong>I help the people who help me&mdash;that&rsquo;s what keeps us alive. (Neutral)<br />6 <strong>Aspiration. </strong>I'm going to prove that I'm worthy of a better life.</p><p><strong>d6 Bond</strong><br />1 My town or city is my home, and I&rsquo;ll fight to defend it.<br />2 I sponsor an orphanage to keep others from enduring what I was forced to endure.<br />3 I owe my survival to another urchin who taught me to live on the streets.<br />4 I owe a debt I can never repay to the person who took pity on me.<br />5 I escaped my life of poverty by robbing an important person, and I&rsquo;m wanted for it.<br />6 No one else should have to endure the hardships I&rsquo;ve been through.</p><p><strong>d6 Flaw</strong><br />1 If I'm outnumbered, I will run away from a fight.<br />2 Gold seems like a lot of money to me, and I&rsquo;ll do just about anything for more of it.<br />3 I will never fully trust anyone other than myself.<br />4 I&rsquo;d rather kill someone in their sleep then fight fair.<br />5 It&rsquo;s not stealing if I need it more than someone else.<br />6 People who can&rsquo;t take care of themselves get what they deserve.</p>",
            "hit_die": "",
            "id": 5399,
            "name": "Urchin",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>City Watch</strong></h1><p>You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.</p><p>You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.</p><p>Perhaps you hail from Neverwinter and have served as one of its Winters hield watchmen, the newly founded branch of guards who vow to keep safe the City of S killed Hands. Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.</p><p><strong>Skill Proficiencies: </strong>Athletics, Insight<br /><strong>Languages: </strong>Two of your choice<br /><strong>Equipment: </strong>A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10gp</p><p><strong>Feature:</strong> <strong>Watcher&rsquo;s Eys</strong><br />Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.</p><p><strong>Variant: Investigator</strong><br />Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.</p><p><strong>Suggested Characteristics</strong><br />Use the tables for the soldier background in the <em>Pl</em><em>aye</em><em>r </em><em>'</em><em>s </em><em>H</em><em>a</em><em>ndb</em><em>oo</em><em>k </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving jus tice by successfully solving crimes.</p><p><strong>d8 Personality Trait</strong><br /> 1 I'm always polite and respectful.<br /> 2 I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.<br /> 3 I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.<br /> 4 I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.<br /> 5 I can stare down a hell hound without flinching.<br /> 6 I enjoy being strong and like breaking things.<br /> 7 I have a crude sense of humor.<br /> 8 I face problems head-on. A simple, direct solution is the best path to success.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Greater Good. </strong>Our lot is to lay down our lives in defense of others. (Good)<br /> 2 <strong>Responsibility. </strong>I do what I must and obey just authority. (Lawful)<br /> 3 <strong>Independence. </strong>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)<br /> 4 <strong>Might. </strong>In life as in war, the stronger force wins. (Evil)<br /> 5 <strong>Live and Let Live. </strong>Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)<br /> 6 <strong>Nation. </strong>My city, nation, or people are all that matter. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I would still lay down my life for the people I served with.<br /> 2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.<br /> 3 My honor is my life.<br /> 4 I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.<br /> 5 Those who fight beside me are those worth dying for.<br /> 6 I fight for those who cannot fight for themselves.</p><p><strong>d6 Flaw</strong><br /> 1 The monstrous enemy we faced in battle still leaves me quivering with fear.<br /> 2 I have little respect for anyone who is not a proven warrior.<br /> 3 I made a terrible mistake in battle cost many lives&mdash;and I would do anything to keep that mistake secret.<br /> 4 My hatred of my enemies is blind and unreasoning.<br /> 5 I obey the law, even if the law causes misery.<br /> 6 I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</p><p><strong>d8 Personality Trait</strong><br /> 1 I'm always polite and respectful.<br /> 2 I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.<br /> 3 I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.<br /> 4 I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.<br /> 5 I can stare down a hell hound without flinching.<br /> 6 I enjoy being strong and like breaking things.<br /> 7 I have a crude sense of humor.<br /> 8 I face problems head-on. A simple, direct solution is the best path to success.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Greater Good. </strong>Our lot is to lay down our lives in defense of others. (Good)<br /> 2 <strong>Responsibility. </strong>I do what I must and obey just authority. (Lawful)<br /> 3 <strong>Independence. </strong>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)<br /> 4 <strong>Might. </strong>In life as in war, the stronger force wins. (Evil)<br /> 5 <strong>Live and Let Live. </strong>Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)<br /> 6 <strong>Nation. </strong>My city, nation, or people are all that matter. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I would still lay down my life for the people I served with.<br /> 2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.<br /> 3 My honor is my life.<br /> 4 I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.<br /> 5 Those who fight beside me are those worth dying for.<br /> 6 I fight for those who cannot fight for themselves.</p><p><strong>d6 Flaw</strong><br /> 1 The monstrous enemy we faced in battle still leaves me quivering with fear.<br /> 2 I have little respect for anyone who is not a proven warrior.<br /> 3 I made a terrible mistake in battle cost many lives&mdash;and I would do anything to keep that mistake secret.<br /> 4 My hatred of my enemies is blind and unreasoning.<br /> 5 I obey the law, even if the law causes misery.<br /> 6 I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</p>",
            "hit_die": "",
            "id": 5400,
            "name": "City Watch",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Clan Crafter</strong></h1><p>The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fin e s kills you possess today.</p><p>You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the s kills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.</p><p><strong>Skill Proficiencies: </strong>History, Insight<br /> <strong>Tool Proficiencies: </strong>One type of artisan's tools<br /> <strong>Languages: </strong>Dwarvish or one other of your choice if you already speak Dwarvish<br /><strong>Equipment: </strong>A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5gp and a gem worth 10gp</p><p><strong>Feature: Respect of the Stout Folk<br /> </strong>As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.</p><p><strong>Suggested Characteristics</strong><br /> Use the tables for the guild artisan background in the <em>Pl</em><em>aye</em><em>r </em><em>'</em><em>s H</em><em>a</em><em>ndbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words \"guild\" and \"clan\" to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.</p><p><strong>d8 Personality Trait</strong><br /> 1 I believe that anything worth doing is worth doing right. I can&rsquo;t help it&mdash;I&rsquo;m a perfectionist.<br /> 2 I&rsquo;m a snob who looks down on those who can&rsquo;t appreciate fine art.<br /> 3 I always want to know how things work and what makes people tick.<br /> 4 I&rsquo;m full of witty aphorisms and have a proverb for every occasion.<br /> 5 I&rsquo;m rude to people who lack my commitment to hard work and fair play.<br /> 6 I like to talk at length about my profession.<br /> 7 I don&rsquo;t part with my money easily and will haggle tirelessly to get the best deal possible.<br /> 8 I&rsquo;m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven&rsquo;t heard of me.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Community. </strong>It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)<br /> 2 <strong>Generosity. </strong>My talents were given to me so that I could use them to benefit the world. (Good)<br /> 3 <strong>Freedom. </strong>Everyone should be free to pursue his or her own livelihood. (Chaotic)<br /> 4 <strong>Greed. </strong>I&rsquo;m only in it for the money. (Evil)<br /> 5 <strong>People. </strong>I&rsquo;m committed to the people I care about, not to ideals. (Neutral)<br /> 6 <strong>Aspiration. </strong>I work hard to be the best there is at my craft.</p><p><strong>d6 Bond</strong><br /> 1 The workshop where I learned my trade is the most important place in the world to me.<br /> 2 I created a great work for someone, and then found them unworthy to receive it. I&rsquo;m still looking for someone worthy.<br /> 3 I owe my guild a great debt for forging me into the person I am today.<br /> 4 I pursue wealth to secure someone&rsquo;s love.<br /> 5 One day I will return to my guild and prove that I am the greatest artisan of them all.<br /> 6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</p><p><strong>d6 Flaw</strong><br /> 1 I&rsquo;ll do anything to get my hands on something rare or priceless.<br /> 2 I&rsquo;m quick to assume that someone is trying to cheat me.<br /> 3 No one must ever learn that I once stole money from guild coffers.<br /> 4 I&rsquo;m never satisfied with what I have&mdash; I always want more.<br /> 5 I would kill to acquire a noble title.<br /> 6 I&rsquo;m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I&rsquo;m surrounded by rivals.</p>",
            "hit_die": "",
            "id": 5401,
            "name": "Clan Crafter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Cloistered Scholar</strong></h1><p>As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of FaerCm's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge.</p><p>The most well known of Faerfin's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.</p><p>Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerfin.</p><p><strong>Skill </strong><strong>Proficiencies: </strong>History, plus your choice of one from among Arcana, Nature, and Religion<br /> <strong>Languages: </strong>Two of your choice<br /> <strong>Equipment: </strong>The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp</p><p><strong>Feature: Library Access<br /> </strong>Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.</p><p><strong>Suggested Characteristics</strong><br /> Use the tables for the sage background in the <em>Player's Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar. Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth- perhaps as a worthy goal in itself, or maybe as a means to a desirable end.</p><p><strong>d8 Personality Trait</strong><br /> 1 I use polysyllabic words that convey the impression of great erudition.<br /> 2 I've read every book in the world&rsquo;s greatest libraries&mdash;or I like to boast that I have.<br /> 3 I'm used to helping out those who aren&rsquo;t as smart as I am, and I patiently explain anything and everything to others.<br /> 4 There&rsquo;s nothing I like more than a good mystery.<br /> 5 I&rsquo;m willing to listen to every side of an argument before I make my own judgment.<br /> 6 I&hellip; speak&hellip; Slowly&hellip; when talking... to idiots&hellip; which... almost... everyone... is... compared... to me.<br /> 7 I am horribly, horribly awkward in social situations.<br /> 8 I&rsquo;m convinced that people are always trying to steal my secrets.</p><p><strong>d6 Ideal</strong><br /> 1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)<br /> 2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)<br /> 3 Logic. Emotions must not cloud our logical thinking. (Lawful)<br /> 4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)<br /> 5 Power. Knowledge is the path to power and domination. (Evil)<br /> 6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)</p><p><strong>d6 Bond</strong><br /> 1 It is my duty to protect my students.<br /> 2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.<br /> 3 I work to preserve a library, university, scriptorium, or monastery.<br /> 4 My life&rsquo;s work is a series of tomes related to a specific field of lore.<br /> 5 I've been searching my whole life for the answer to a certain question.<br /> 6 I sold my soul for knowledge. I hope to do great deeds and win it back.</p><p><strong>d6 Flaw</strong><br /> 1 I am easily distracted by the promise of information.<br /> 2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.<br /> 3 Unlocking an ancient mystery is worth the price of a civilization.<br /> 4 I overlook obvious solutions in favor of complicated ones.<br /> 5 I speak without really thinking through my words, invariably insulting others.<br /> 6 I can&rsquo;t keep a secret to save my life, or anyone else&rsquo;s.</p>",
            "hit_die": "",
            "id": 5402,
            "name": "Cloistered Scholar",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Courtier</strong></h1><p>In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.</p><p>You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.</p><p>Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.</p><p><strong>Skill Proficiencies: </strong>Insight, Persuasion<br /> <strong>Languages: </strong>Two of your choice<br /> <strong>Equipment: </strong>A set of fine clothes and a pouch containing 5gp</p><p><strong>Feature: Court Functionary<br /> </strong>Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.</p><p><strong>Suggested Characteristics<br /> </strong>Use the tables for the guild artisan background in the <em>Play</em><em>e</em><em>r </em><em>'</em><em>s </em><em>Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.</p><p><strong>d8 Personality Trait</strong><br /> 1 I believe that anything worth doing is worth doing right. I can&rsquo;t help it&mdash; I&rsquo;m a perfectionist.<br /> 2 I&rsquo;m a snob who looks down on those who can&rsquo;t appreciate fine art.<br /> 3 I always want to know how things work and what makes people tick.<br /> 4 I&rsquo;m full of witty aphorisms and have a proverb for every occasion.<br /> 5 I&rsquo;m rude to people who lack my commitment to hard work and fair play.<br /> 6 I like to talk at length about my profession.<br /> 7 I don&rsquo;t part with my money easily and will haggle tirelessly to get the best deal possible.<br /> 8 I&rsquo;m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven&rsquo;t heard of me.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Community. </strong>It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)<br /> 2 <strong>Generosity. </strong>My talents were given to me so that I could use them to benefit the world. (Good)<br /> 3 <strong>Freedom. </strong>Everyone should be free to pursue his or her own livelihood. (Chaotic)<br /> 4 <strong>Greed. </strong>I&rsquo;m only in it for the money. (Evil)<br /> 5 <strong>People. </strong>I&rsquo;m committed to the people I care about, not to ideals. (Neutral)<br /> 6 <strong>Aspiration. </strong>I work hard to be the best there is at my craft.</p><p><strong>d6 Bond</strong><br /> 1 The workshop where I learned my trade is the most important place in the world to me.<br /> 2 I created a great work for someone, and then found them unworthy to receive it. I&rsquo;m still looking for someone worthy.<br /> 3 I owe my guild a great debt for forging me into the person I am today.<br /> 4 I pursue wealth to secure someone&rsquo;s love.<br /> 5 One day I will return to my guild and prove that I am the greatest artisan of them all.<br /> 6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</p><p><strong>d6 Flaw</strong><br /> 1 I&rsquo;ll do anything to get my hands on something rare or priceless.<br /> 2 I&rsquo;m quick to assume that someone is trying to cheat me.<br /> 3 No one must ever learn that I once stole money from guild coffers.<br /> 4 I&rsquo;m never satisfied with what I have&mdash; I always want more.<br /> 5 I would kill to acquire a noble title.<br /> 6 I&rsquo;m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I&rsquo;m surrounded by rivals.</p>",
            "hit_die": "",
            "id": 5403,
            "name": "Courtier",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Faction Agent</strong></h1><p>Many organizations active in the North and across the face of Faerun aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few.</p><p>At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerun. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.</p><p><strong>Skill Proficiencies: </strong>Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction<br /> <strong>Languages: </strong>Two of your choice<br /> <strong>Equipment: </strong>Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp</p><p><strong>Factions of the Sword Coast<br /> </strong>The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.</p><p><strong><em>The Harpers. </em></strong>Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.</p><p><strong><em>The Order of the Gauntlet. </em></strong>One of the newest power groups in Faerun, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote jus tice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.</p><p><strong><em>The Emerald Enclave. </em></strong>Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.</p><p><strong><em>The Lords' Alliance. </em></strong>On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.</p><p><strong><em>The Zhentarim. </em></strong>In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.</p><p><strong>Feature: Safe Haven<br /> </strong>As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.</p><p><strong>Suggested Characteristics<br /> </strong>Use the tables for the acolyte background in the <em>Player</em><em>'s </em><em>Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words \"faith\" and \"faction\" to be interchangeable.) Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.</p><p><strong>d8 Personality Trait</strong><br /> 1 I idolize a particular hero of my faith, and constantly refer to that person&rsquo;s deeds and example.<br /> 2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.<br /> 3 I see omens in every event and action. The gods try to speak to us, we just need to listen<br /> 4 Nothing can shake my optimistic attitude.<br /> 5 I quote (or misquote) sacred texts and proverbs in almost every situation.<br /> 6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.<br /> 7 I've enjoyed fine food, drink, and high society among my temple&rsquo;s elite. Rough living grates on me.<br /> 8 I&rsquo;ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Tradition. </strong>The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)<br /> 2 <strong>Charity</strong>. I always try to help those in need, no matter what the personal cost. (Good)<br /> 3 <strong>Change. </strong>We must help bring about the changes the gods are constantly working in the world. (Chaotic)<br /> 4 <strong>Power.</strong> I hope to one day rise to the top of my faith&rsquo;s religious hierarchy. (Lawful)<br /> 5 <strong>Faith. </strong>I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful)<br /> 6 <strong>Aspiration. </strong>I seek to prove myself worthy of my god&rsquo;s favor by matching my actions against his or her teachings. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I would die to recover an ancient relic of my faith that was lost long ago.<br /> 2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.<br /> 3 I owe my life to the priest who took me in when my parents died.<br /> 4 Everything I do is for the common people.<br /> 5 I will do anything to protect the temple where I served.<br /> 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</p><p><strong>d6 Flaw</strong><br /> 1 I judge others harshly, and myself even more severely.<br /> 2 I put too much trust in those who wield power within my temple&rsquo;s hierarchy.<br /> 3 My piety sometimes leads me to blindly trust those that profess faith in my god.<br /> 4 I am inflexible in my thinking.<br /> 5 I am suspicious of strangers and expect the worst of them.<br /> 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</p>",
            "hit_die": "",
            "id": 5404,
            "name": "Faction Agent",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Far Traveler</strong></h1><p>Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.</p><p>You aren't one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerun for your own reasons, which you might or might not choose to share.</p><p>Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.</p><p><strong>Skill Proficiencies:</strong> Insight, Perception<br /> <strong>Tool Proficiencies:</strong> Any one musical instrument or gaming set of your choice, likely something native to your homeland<br /> <strong>Languages:</strong> Any one of your choice<br /> <strong>Equipment:</strong> One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp</p><p><strong>Why Are You Here?<br /> </strong>A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.</p><p><strong>d6 Reason<br /> </strong>1 Emissary<br /> 2 Exile<br /> 3 Fugitive<br /> 4 Pilgrim<br /> 5 Sightseer<br /> 6 Wanderer</p><p><strong>Where are you from?</strong><br />The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.</p><p><strong><em>Evermeet.</em></strong> The fabled elven is lands far to the west are home to elves who have never been to Faerun. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland. Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerun for a purpose that benefits elven culture or society.</p><p><strong><em>Halruaa.</em></strong> Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerun who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic. Halruaans usually make their journeys into Faerun for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.</p><p><strong><em>Kara-Tur. </em></strong>The continent of Kara-Tur, far to the east of Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerfin likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin. The folk of Kara-Tur occasionally travel to Faerfin as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.</p><p><strong><em>Mulhorand. </em></strong>From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerfin. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerfin. Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.</p><p><strong><em>Sossal. </em></strong>Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.</p><p><strong><em>Zakhara. </em></strong>As the saying goes among those in Faerfin who know of the place, \"To get to Zakhara, go south. Then go south some more.\" Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerfin for trading purposes, few of them stray as far from home as you have. You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.</p><p><strong><em>The Underdark. </em></strong>Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child. If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving \"home\" probably has something to do with getting away from a bad situation.</p><p><strong>Feature: All Eyes on You<br /> </strong>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.</p><p><strong>d6 Personality Trait</strong><br />1 I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.<br /> 2 I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.<br /> 3 I have a strong code of honor or sense of propriety that others don't comprehend.<br /> 4 I express affection or contempt in ways that are unfamiliar to others.<br /> 5 I honor my deities through practices that are foreign to this land.<br /> 6 I begin or end my day with small traditional rituals that are unfamiliar to those around me.</p><p><strong>d6 Ideal</strong><br />1 <strong>Open</strong><strong>. </strong>I have much to learn from the kindly folk I meet along my way. (Good)<br /> 2 <strong>Reserved</strong><strong>. </strong>As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)<br /> 3 <strong>Adventure. </strong>I'm far from home, and everything is strange and wonderful! (Chaotic)<br /> 4 <strong>Cunning</strong><strong>. </strong>Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)<br /> 5 <strong>Inquisitive. </strong>Everything is new, but I have a thirst to learn. (Neutral)<br /> 6 <strong>Suspicious. </strong>I must be carefu l, for I have no way of telling fr iend from foe here. (Any)</p><p><strong>d6 Bond</strong><br />1 So long as I have this token from my homeland, I can face any adversity in this strange land.<br /> 2 The gods of my people are a comfort to me so far from home.<br /> 3 I hold no greater cause than my service to my people.<br /> 4 My freedom is my most precious possession. I'll never let anyone take it from me again.<br /> 5 I'm fascinated by the beauty and wonder of this new land.<br /> 6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.</p><p><strong>d6 Flaw</strong><br />1 I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.<br /> 2 I pretend not to understand the local language in order to avoid interactions I would rather not have.<br /> 3 I have a weakness for the new intoxicants and other pleasures of this land.<br /> 4 I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.<br /> 5 I consider the adherents of other gods to be deluded innocents at best, or ignorant foo ls at worst.<br /> 6 I have a weakness for the exotic beauty of the people of these lands.</p>",
            "hit_die": "",
            "id": 5406,
            "name": "Far Traveler",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Inheritor</strong></h1><p>You are the heir to something of great value- not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.</p><p><strong>S</strong><strong>kill Profici</strong><strong>e</strong><strong>n</strong><strong>cies: </strong>Survival, plus one from among Arcana, History, and Religion<br /> <strong>T</strong><strong>ool P</strong><strong>r</strong><strong>o</strong><strong>fici</strong><strong>e</strong><strong>ncie</strong><strong>s: </strong>Your choice of a gaming set or a musical instrument<br /> <strong>L</strong><strong>anguag</strong><strong>es: </strong>Any one of your choice<br /> <strong>E</strong><strong>quip</strong><strong>me</strong><strong>n</strong><strong>t</strong><strong>: </strong>Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15gp</p><p><strong>Feature: Inheritance<br /> </strong>Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.</p><p>The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.</p><p>When you begin your adventuring career, you can decide whether to tell your companions about your in heritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.</p><p><strong>Inheritance<br /> </strong>d8 Object or Item<br />1 A document such as a map, a letter, or a journal<br /> 2-3 A trinket (see \"Trinkets\" in chapter 5 of the <em>Player's Handbook)<br /> </em>4 An article of clothing<br /> 5 A piece of jewelry<br /> 6 An arcane book or formulary<br /> 7 A written story, song, poem, or secret<br /> 8 A tattoo or other body marking</p><p><strong>Suggested Characteristics<br /> </strong>Use the tables for the folk hero background in the <em>Play</em><em>er's </em><em>Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.</p><p><strong>&nbsp;d8 Personality Trait</strong><br /> 1 I judge people by their actions, not their words.<br /> 2 If someone is in trouble, I&rsquo;m always ready to lend help.<br /> 3 When I set my mind to something, I follow through no matter what gets in my way.<br /> 4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.<br /> 5 I&rsquo;m confident in my own abilities and do what I can to instill confidence in others.<br /> 6 Thinking is for other people. I prefer action.<br /> 7 I misuse long words in an attempt to sound smarter.<br /> 8 I get bored easily. When am I going to get on with my destiny?</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Respect. </strong>People deserve to be treated with dignity and respect. (Good)<br /> 2 <strong>Fairness. </strong>No one should get preferential treatment before the law, and no one is above the law. (Lawful)<br /> 3 <strong>Freedom. </strong>Tyrants must not be allowed to oppress the people. (Chaotic)<br /> 4 <strong>Might. </strong>If I become strong, I can take what I want&mdash;what I deserve. (Evil)<br /> 5 <strong>Sincerity. </strong>There&rsquo;s no good in pretending to be something I&rsquo;m not. (Neutral)<br /> 6 <strong>Destiny. </strong>Nothing and no one can steer me away from my higher calling. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I have a family, but I have no idea where they are. One day, I hope to see them again.<br /> 2 I worked the land, I love the land, and I will protect the land.<br /> 3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.<br /> 4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.<br /> 5 I protect those who cannot protect themselves.<br /> 6 I wish my childhood sweetheart had come with me to pursue my destiny.</p><p><strong>d6 Flaw</strong><br /> 1 The tyrant who rules my land will stop at nothing to see me killed.<br /> 2 I&rsquo;m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.<br /> 3 The people who knew me when I was young know my shameful secret, so I can never go home again.<br /> 4 I have a weakness for the vices of the city, especially hard drink.<br /> 5 Secretly, I believe that things would be better if I were a tyrant lording over the land.<br /> 6 I have trouble trusting in my allies.</p>",
            "hit_die": "",
            "id": 5407,
            "name": "Inheritor",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Knight of the Order</strong></h1><p>You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerun has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.</p><p>Though the term \"knight\" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to a ll sorts of folk who are willing to battle and die for the order's cause.</p><p><strong>Knightly Orders of Faerun</strong><br /> Many who rightfully call themselves \"knight\" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerun who hear the word \"knight\" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.</p><p><strong><em>Knights of the Unicorn.</em></strong> The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses.</p><p><strong><em>Knights of Myth Drannor.</em></strong> Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falcon hand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.</p><p><strong><em>Knights of the Silver Chalice.</em></strong> The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.</p><p>&nbsp;</p><p><strong>Skill Proficiencies:</strong> Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order<br /> <strong>Tool Proficiencies:</strong> One type of gaming set or musical instrument</p><p><strong>Languages:</strong> One of your choice<br /> <strong>Equipment:</strong> One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10gp</p><p><strong>Feature: Knightly Regard<br /> </strong>You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.</p><p><strong>Suggested Characteristics<br /> </strong>Use the tables for the soldier background in the <em>Player's Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.</p><p><strong>d8 Personality Trait</strong><br /> 1 I'm always polite and respectful.<br /> 2 I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.<br /> 3 I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.<br /> 4 I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.<br /> 5 I can stare down a hell hound without flinching.<br /> 6 I enjoy being strong and like breaking things.<br /> 7 I have a crude sense of humor.<br /> 8 I face problems head-on. A simple, direct solution is the best path to success.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Greater Good. </strong>Our lot is to lay down our lives in defense of others. (Good)<br /> 2 <strong>Responsibility. </strong>I do what I must and obey just authority. (Lawful)<br /> 3 <strong>Independence. </strong>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)<br /> 4 <strong>Might. </strong>In life as in war, the stronger force wins. (Evil)<br /> 5 <strong>Live and Let Live. </strong>Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)<br /> 6 <strong>Nation. </strong>My city, nation, or people are all that matter. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I would still lay down my life for the people I served with.<br /> 2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.<br /> 3 My honor is my life.<br /> 4 I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.<br /> 5 Those who fight beside me are those worth dying for.<br /> 6 I fight for those who cannot fight for themselves.</p><p><strong>d6 Flaw</strong><br /> 1 The monstrous enemy we faced in battle still leaves me quivering with fear.<br /> 2 I have little respect for anyone who is not a proven warrior.<br /> 3 I made a terrible mistake in battle cost many lives&mdash;and I would do anything to keep that mistake secret.<br /> 4 My hatred of my enemies is blind and unreasoning.<br /> 5 I obey the law, even if the law causes misery.<br /> 6 I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</p>",
            "hit_die": "",
            "id": 5408,
            "name": "Knight of the Order",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Mercenary Veteran</strong></h1><p>As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the \"Mercenaries of the North\" sidebar for a collection of possibilities.)</p><p>Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.</p><p><strong>Mercenaries of the North<br /> </strong>Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are small scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.</p><p><strong><em>The Chill</em></strong><strong><em>. </em></strong>The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, ores, trolls of the Evermoors, and other threats to civilization.</p><p><strong><em>Silent Rain. </em></strong>Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ogres, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evere ska, and the Silent Rain sends a representative if interested.</p><p><strong><em>The Bloodaxes. </em></strong>Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.</p><p><strong>Skill Proficiencies: </strong>Athletics, Persuasion<br /> <strong>Tool Proficiencies: </strong>One type of gaming set, vehicles (land)<br /> <strong>Equipment: </strong>A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10gp)</p><p><strong>Feature: Mercenary Life</strong><br /> You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the <em>Player's Handbook)</em><em>.</em></p><p><strong>Suggested Characteristics</strong><br /> Use the tables for the soldier background in the <em>Player's Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary. Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.</p><p><strong>d8 Personality Trait</strong><br /> 1 I'm always polite and respectful.<br /> 2 I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.<br /> 3 I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.<br /> 4 I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.<br /> 5 I can stare down a hell hound without flinching.<br /> 6 I enjoy being strong and like breaking things.<br /> 7 I have a crude sense of humor.<br /> 8 I face problems head-on. A simple, direct solution is the best path to success.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Greater Good. </strong>Our lot is to lay down our lives in defense of others. (Good)<br /> 2 <strong>Responsibility. </strong>I do what I must and obey just authority. (Lawful)<br /> 3 <strong>Independence. </strong>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)<br /> 4 <strong>Might. </strong>In life as in war, the stronger force wins. (Evil)<br /> 5 <strong>Live and Let Live. </strong>Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)<br /> 6 <strong>Nation. </strong>My city, nation, or people are all that matter. (Any)</p><p><strong>d6 Bond</strong><br /> 1 I would still lay down my life for the people I served with.<br /> 2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.<br /> 3 My honor is my life.<br /> 4 I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.<br /> 5 Those who fight beside me are those worth dying for.<br /> 6 I fight for those who cannot fight for themselves.</p><p><strong>d6 Flaw</strong><br /> 1 The monstrous enemy we faced in battle still leaves me quivering with fear.<br /> 2 I have little respect for anyone who is not a proven warrior.<br /> 3 I made a terrible mistake in battle cost many lives&mdash;and I would do anything to keep that mistake secret.<br /> 4 My hatred of my enemies is blind and unreasoning.<br /> 5 I obey the law, even if the law causes misery.<br /> 6 I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</p>",
            "hit_die": "",
            "id": 5409,
            "name": "Mercenary Veteran",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Urban Bounty Hunter</strong></h1><p>Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faen1n's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar-any place that's large enough to have a steady supply of potential quarries.</p><p>As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives- but on the other hand, you can take down much more formidable targets with the help of your companions.</p><p><strong>Skill Proficiencies: </strong>Choose two from among Deception, Insight, Persuasion, and Stealth<br /> <strong>Tool Proficiencies: </strong>Choose two from among one type of gaming set, one musical instrument, and thieves' tools<br /> <strong>Equipment: </strong>A set of clothes appropriate to your duties and a pouch containing 20gp</p><p><strong>Feature: Ear to the Ground</strong><br /> You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.</p><p><strong>Suggested Characteristics<br /> </strong>Use the tables for the criminal background in the <em>Play</em><em>er's </em><em>Handbook </em>as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.</p><p>For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.</p><p><strong>d8 Personality Trait</strong><br /> 1 I always have a plan for what to do when things go wrong.<br /> 2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.<br /> 3 the first thing I do in my new place is note the locations of everything valuable-or where such things could be hidden.<br /> 4 I would rather make a new friend than a new enemy.<br /> 5 I am incredibly slow to trust. Those who seem them fairest often have the most to hide.<br /> 6 I don&rsquo;t pay attention to the risks in a situation. Never tell me the odds.<br /> 7 The best way to get me to do something is to tell me I can&rsquo;t do it.<br /> 8 I blow up at the slightest insult.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Honor. </strong>I don&rsquo;t steal from others in the trade. (Lawful)<br /> 2 <strong>Freedom. </strong>Chains are meant to be broken, as are those who would forge them. (Chaotic)<br /> 3 <strong>Charity. </strong>I steal from the wealthy so that I can help people in need. (Good)<br /> 4 <strong>Greed. </strong>I will do whatever it takes to become wealthy. (Evil)<br /> 5 <strong>People. </strong>I&rsquo;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)<br /> 6 <strong>Redemption. </strong>There&rsquo;s a spark of good in everyone. (Good)</p><p><strong>d6 Bond</strong><br /> 1 I&rsquo;m trying to pay off an old debt I owe to a generous benefactor.<br /> 2 My ill-gotten gains go to support my family.<br /> 3 Something important was taken from me, and I aim to steal it back.<br /> 4 I will become the greatest thief that ever lived.<br /> 5 I&rsquo;m guilty of a terrible crime. I hope I can redeem myself for it.<br /> 6 Someone I loved died because of a mistake I made. That will never happen again.</p>",
            "hit_die": "",
            "id": 5410,
            "name": "Urban Bounty Hunter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Uthgardt Tribe Member</strong></h1><p>Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.</p><p>Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came.</p><p>The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.</p><p><strong>Barbarian Tribes of Faerun<br /> </strong>Though this section details the Uthgardt specificall y, either it or the outlander background from the <em>Player's Handbook </em>can be used for a character whose origin lies with one of the other barbarian tribes in Faerun.</p><p>You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near lcewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chu It.</p><p>You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.</p><p><strong>The Uthgardt Tribes and Their Territories<br /> </strong>For most Uthgardt tribes, the only stability in their history is the site of their ancestral mound. Most of the Uthgardt holy sites have existed since antiquity, but the fortunes of the tribes that revere them have hardly been static. Following are brief descriptions of the Uthgardt tribes today.</p><p><strong><em>Bl</em></strong><strong><em>ue </em></strong><strong><em>B</em></strong><strong><em>e</em></strong><strong><em>a</em></strong><strong><em>r.</em></strong> The easternmost of the Uthgardt are the Blue Bear-thought destroyed more than a century ago-who have recently emerged from inside the High Forest and reclaimed their ancestral mound at Stone Stand, just south of the Moon Pass and north of the forest. The Blue Bears have reoccupied much of their old territory in the time since they returned to prominence, though they don't venture near Hellgate Keep, considering it a taboo place.</p><p><strong><em>Bl</em></strong><strong><em>ac</em></strong><strong><em>k </em></strong><strong><em>Li</em></strong><strong><em>on a</em></strong><strong><em>n</em></strong><strong><em>d R</em></strong><strong><em>e</em></strong><strong><em>d </em></strong><strong><em>Ti</em></strong><strong><em>g</em></strong><strong><em>er.</em></strong> North of Blue Bear territory, in the Glimmering Wood, is Beorunna's Well, a settlement of some size that near the ancient ancestral mound of the Red Tiger tribe. The settlement was founded some time ago by members of the Black Lion tribe, who put down roots here rather than continuing to live as nomads. Though the Red Tigers are less than comfortable with the present situation, they consider Beorunna's Well their holy site, so they make the best of things. Bands of Red Tiger tribespeople often winter in Beorunna's Well, and many of its hunters and trappers use the settlement as a place to se ll the leather and furs they acquire in nearby forests.</p><p><strong><em>Sk</em></strong><strong><em>y Po</em></strong><strong><em>n</em></strong><strong><em>y.</em></strong> In a part of the Glimmerwood called the Moonwood stands the One Stone, the ancestral mound of the Sky Pony tribe. These are a people divided; half of the tribe has settled and built a sizable steading around the One Stone, similar to what Black Lion has done at Beorunna's Well. The other half of the tribe considers this act an insult to their totem, so they launch raids on the settlement, burning as much of it as they can and then escaping, often on pegasus-back.</p><p><strong><em>T</em></strong><strong><em>ree G</em></strong><strong><em>ho</em></strong><strong><em>st</em></strong><strong><em>.</em></strong> In the depths of the High Forest stands the Grandfather Tree, the ancestral mound of the Tree Ghost tribe. The Tree Ghosts split off from the Blue Bears long ago and all but disappeared into the forest, although occasional reports reach civilization that they are still alive and can sometimes be seen clustered around the Grandfather Tree. Some sages postulate that the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.</p><p><strong><em>Great </em></strong><strong><em>Worm</em></strong><strong><em>.</em></strong> The Frost Hills, a small southern spike of the Spine of the World Mountains just north of the Evermoors, is the site of Great Worm Cavern, the ancestral mound of the Great Worm tribe. These Uthgardt are notoriously reclusive; it has been twenty years since the tribe has sent raiding parties out anywhere but against the ores of the Spine Mountains.</p><p><strong><em>B</em></strong><strong><em>l</em></strong><strong><em>ack </em></strong><strong><em>Rav</em></strong><strong><em>en</em></strong><strong><em>.</em></strong> As forbidding as the Spine of the World Mountains they roam, the Black Ravens are fanatical in their adherence to the old Uthgardt ways. Ranging out from Raven Rock, their ancestral mound deep inside the mountains, they have been known to send raiding parties as far south as Silverymoon, but their most frequent targets are the caravans that come in and out of Mithral Hall.</p><p><strong><em>E</em></strong><strong><em>l</em></strong><strong><em>k.</em></strong> Flint Rock in the midst of the Evermoors is the ancestral mound of the Elk tribe. The Elk were once prolific raiders, extending their reach even into Nesme and Mithral Hall, but the tribe was shattered a handful of decades past by the forces of those cities. Though their numbers have replenished, the Elk remain mostly hunters and foragers. They are masters at avoiding or repulsing the threats of the Evermoors, and often hire themselves out as guides for outsiders.</p><p><strong>Lost Tribes of the Uthgardt</strong><br />Given the rebirth of the Blue Bear tribe in recent years, it might be incorrect to assume that any Uthgardt tribe is truly extinct. Nevertheless, several tribes are known today only by prior reputation, not present accomplishments.</p><p><em><strong>The Thunderbeast tribe</strong></em> has not been heard from in several years. When the Thunderbeasts made their annual pilgrimage to Morgur's Mound in Neverwinter Wood, they found their holy site desecrated. Soon thereafter, their chieftain took them back into the depths of the High Forest, and they have not emerged since.</p><p><em><strong>The Gray Wolf tribe</strong></em>, made up of lycanthropes, was destroyed by a Selunite crusade because of the tribe's curse. Some of the su rviving Gray Wolves took shelter among other Uthgardt tribes.</p><p><em><strong>The Griffon tribe</strong></em> came to an untimely end when it rose against the forces of Luruar allied with giants and ores.</p><p><em><strong>The Red Pony and Golden Eagle tribes</strong></em> vanished centuries ago. They were last seen in the vicinity of the One Stone, the ancestral mound those tribes shared with Sky Pony.</p><p><strong>Skill Proficiencies: </strong>Athletics, Survival<br /> <strong>Tool Proficiencies: </strong>One type of musical instrument or artisan's tools<br /> <strong>Languages: </strong>One of your choice<br /> <strong>Equipment: </strong>A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10gp</p><p><strong>Feature: Uthgardt Heritage</strong><br /> You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.</p><p><strong>Suggested Characteristics</strong><br /> Use the tables for the outlander background in the <em>Player's Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe. Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds- great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred- are sacred to you. Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.</p><p><strong>d8 Personality Trait</strong><br /> 1 I&rsquo;m driven by a wanderlust that led me away from home.<br /> 2 I watch over my friends as if they were a litter of newborn pups.<br /> 3 I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I&rsquo;d do it again if I had to.<br /> 4 I have a lesson for every situation, drawn from observing nature.<br /> 5 I place no stock in wealthy or well-mannered folk. Money and manners won&rsquo;t save you from a hungry owlbear.<br /> 6 I&rsquo;m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.<br /> 7 I feel far more comfortable around animals than people.<br /> 8 I was, in fact, raised by wolves.</p><p><strong>d6 Ideal</strong><strong><br /> </strong>1<strong> Change. </strong>Life is like the seasons, in constant change, and we must change with it. (Chaotic)<br /> 2 <strong>Greater Good. </strong>It is each person&rsquo;s responsibility to make the most happiness for the whole tribe. (Good)<br /> 3 <strong>Honor. </strong>If I dishonor myself, I dishonor my whole clan. (Lawful)<br /> 4 <strong>Might. </strong>The strongest are meant to rule. (Evil)<br /> 5 <strong>Nature. </strong>The natural world is more important than all the constructs of civilization. (Neutral)<br /> 6 <strong>Glory. </strong>I must earn glory in battle, for myself and my clan. (Any)</p><p><strong>d6 Bond</strong><strong><br /> </strong>1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.<br /> 2 An injury to the unspoiled wilderness of my home is an injury to me.<br /> 3 I will bring terrible wrath down on the evildoers who destroyed my homeland.<br /> 4 I am the last of my tribe, and it is up to me to ensure their names enter legend.<br /> 5 I suffer awful visions of a coming disaster and will do anything to prevent it.<br /> 6 It is my duty to provide children to sustain my tribe.</p><p><strong>d6 Flaw</strong><strong><br /> </strong>1 I am too enamored of ale, wine, and other intoxicants.<br /> 2 There&rsquo;s no room for caution in a life lived to the fullest.<br /> 3 I remember every insult I&rsquo;ve received and nurse a silent resentment toward anyone who&rsquo;s ever wronged me.<br /> 4 I am slow to trust members of other races, tribes, and societies.<br /> 5 Violence is my answer to almost any challenge.<br /> 6 Don&rsquo;t expect me to save those who can&rsquo;t save themselves. It is nature&rsquo;s way that the strong thrive and the weak perish.</p>",
            "hit_die": "",
            "id": 5411,
            "name": "Uthgardt Tribe Member",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Waterdhavian Noble</strong></h1><p>You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerun for being eccentric, spoiled, venal, and, above all else, rich. Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping <em>zzar </em>at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? Work with your DM to come up with the family you are part of - there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.</p><p><strong>Skill Proficiencies: </strong>History, Persuasion<br /> <strong>Tool Proficiencies: </strong>One type of gaming set or one musical instrument<br /> <strong>Languages: </strong>One of your choice<br /> <strong>Equipment: </strong>A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine <em>zzar </em>or wine, and a purse containing 20gp</p><p><strong>Feature: Kept in Style</strong><br /> While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward.</p><p><strong>Suggested Characteristics</strong><br /> Use the tables for the noble background in the <em>Player's Handbook </em>as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family. Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.</p><p><strong>d8 Personality Trait</strong><br /> 1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.<br /> 2 The common folk love me for my kindness and generosity.<br /> 3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.<br /> 4 I take great pains to always look my best and follow the latest fashions.<br /> 5 I don&rsquo;t like to get my hands dirty, and I won&rsquo;t be caught dead in unsuitable accommodations.<br /> 6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.<br /> 7 My favor, once lost, is lost forever.<br /> 8 If you do me an injury, I will crush you, ruin your name, and salt your fields.</p><p><strong>d6 Ideal</strong><br /> 1 <strong>Respect. </strong>Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)<br /> 2 <strong>Responsibility. </strong>It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)<br /> 3 <strong>Independence. </strong>I must prove that I can handle myself without the coddling of my family. (Chaotic)<br /> 4 <strong>Power. </strong>If I can attain more power, no one will tell me what to do. (Evil)<br /> 5 <strong>Family. </strong>Blood runs thicker than water. (Any)<br /> 6 <strong>Noble Obligation. </strong>It is my duty to protect and care for the people beneath me. (Good)</p><p><strong>d6 Bond</strong><br /> 1 I will face any challenge to win the approval of my family.<br /> 2 My house&rsquo;s alliance with another noble family must be sustained at all costs.<br /> 3 Nothing is more important than the other members of my family.<br /> 4 I am in love with the heir of a family that my family despises.<br /> 5 My loyalty to my sovereign is unwavering.<br /> 6 The common folk must see me as a hero of the people.</p><p><strong>d6 Flaw</strong><strong><br /> </strong>1 I secretly believe that everyone is beneath me.<br /> 2 I hide a truly scandalous secret that could ruin my family forever.<br /> 3 I too often hear veiled insults and threats in every word addressed to me, and I&rsquo;m quick to anger.<br /> 4 I have an insatiable desire for carnal pleasures.<br /> 5 In fact, the world does revolve around me.<br /> 6 By my words and actions, I often bring shame to my family.</p>",
            "hit_die": "",
            "id": 5412,
            "name": "Waterdhavian Noble",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Warlock: The Seeker</h1><p>Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron&rsquo;s gifts, you wander the world seeking lore that you can share with the Seeker.<br /> Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker&rsquo;s role.</p><p><strong>Expanded Spell List</strong><br />The Seeker&nbsp; 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><table style=\"margin-left: auto; margin-right: auto;\" border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"312\"><p><strong>Spell Level</strong></p></td><td style=\"text-align: center;\" width=\"312\"><p><strong>Spells</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"312\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"312\"><p><a href=\"http://spell.com/feather fall\">Feather Fall</a>, <a href=\"http://spell.com/jump\">Jump</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"312\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"312\"><p><a href=\"http://spell.com/levitate\">Levitate</a>, <a href=\"http://spell.com/locate object\">Locate Object</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"312\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"312\"><p><a href=\"http://spell.com/clairvoyance\">Clairvoyance</a>, <a href=\"http://spell.com/sending\">Sending</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"312\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"312\"><p><a href=\"http://spell.com/arcane eye\">Arcane Eye</a>, <a href=\"http://spell.com/locate creature\">Locate Creature</a></p></td></tr><tr><td style=\"text-align: center;\" width=\"312\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"312\"><p><a href=\"http://spell.com/legend lore\">Legend Lore</a>, <a href=\"http://spell.com/passwall\">Passwall</a></p></td></tr></tbody></table><p><strong>&nbsp;</strong></p><p><strong>Shielding Aurora</strong><br />Starting at 1<sup>st</sup> level, you can invoke the Seeker&rsquo;s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><p><strong>Pact Boon: Pact of the Star Chain</strong><br />At 3<sup>rd</sup> level, a character dedicated to the Seeker can select this option instead of one of the warlock&rsquo;s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the <em>augury </em>spell and can cast it as a ritual. The spell doesn&rsquo;t count against your number of spells known. Additionally, you can invoke the Seeker&rsquo;s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact&nbsp; form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.</p><p><strong>Astral Refuge</strong><br />At 6<sup>th</sup> level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.</p><p><strong>Far Wanderer</strong><br />At 10<sup>th</sup> level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.</p><p><strong>Astral Sequestration</strong><br />Starting at 14<sup>th</sup> level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.</p><h1><strong></strong>Warlock Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d8 per warlock level<br /><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per warlock level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>Light Armor<br /><strong>Weapons: </strong>Simple Weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Wisdom, Charisma<br /><strong>Skills: </strong>Choose two skills from <a href=\"http://skill.com/Arcana\">Arcana</a>, <a href=\"http://skill.com/Deception\">Deception</a>, <a href=\"http://skill.com/History\">History</a>, <a href=\"http://skill.com/Intimidation\">Intimidation</a>, <a href=\"http://skill.com/Investigation\">Investigation</a>, <a href=\"http://skill.com/Nature\">Nature</a>, and <a href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) a dungeoneer&rsquo;s pack</li><li>Leather armor, any simple weapon, and two daggers</li></ul><p><strong>Otherworldly Patron</strong><br />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.</p><p><strong>Pact Magic</strong><br />Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.</p><p><strong>Cantrips</strong><br />You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p><p><strong>Spell Slots</strong><br />The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</p><p>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell <em>thunderwave, </em>you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />At 1st level, you know two 1st-level spells of your choice from the warlock spell list.</p><p>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1<sup>st</sup> level and higher. A spell you choose must be of a level no higher than what&rsquo;s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your warlock spells.</p><p><strong>Eldritch Invocations</strong><br />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><p><strong>Pact Boon</strong><br />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><p><strong>Pact of the Chain</strong><br />You learn the <a href=\"http://spell.com/Find Familar\">Find Familiar</a> spell and can cast it as a ritual. The spell doesn&rsquo;t count against your number of spells known.</p><p>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</strong><br />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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><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 of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&rsquo;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</strong><br />Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class&rsquo;s spell list. While the book is on your person, you can cast those cantrips at will. They don&rsquo;t count against your number of cantrips known.</p><p>If you lose your Book of Shadows, you can perform 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><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p><strong>Mystic Arcanum</strong><br />At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.</p><p>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. You regain all uses of your Mystic Arcanum when you finish a long rest.</p><p><strong>Eldritch Master</strong><br />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><p><strong>Your Pact Boon</strong><br />Each Pact Boon option produces a special creature or an object that reflects your patron&rsquo;s nature.</p><p><strong><em>Pact of the Chain:</em></strong> Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One&rsquo;s nature is inscrutable, any familiar form is suitable for it.</p><p><strong><em>Pact of the Blade:</em></strong> If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.</p><p><strong><em>Pact of the Tome:</em></strong> Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.</p><h1>The Warlock Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"80\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spells Known</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Spell Slots</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Slot Level</strong></p></td><td style=\"text-align: center;\" width=\"80\"><p><strong>Invocations Known</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron, Pact Magic</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Invocations</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Pact Boon</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+2</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+3</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>9</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>10</p></td><td style=\"text-align: center;\" width=\"80\"><p>2</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (6th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>5</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+4</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>11</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (7th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Otherworldly Patron feature</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>12</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>6</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (8th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+5</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>13</p></td><td style=\"text-align: center;\" width=\"80\"><p>3</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Mystic Arcanum (9th level)</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>7</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>14</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr><tr><td style=\"text-align: center;\" width=\"80\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"80\"><p>+6</p></td><td style=\"text-align: center;\" width=\"80\"><p>Eldritch Master</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>15</p></td><td style=\"text-align: center;\" width=\"80\"><p>4</p></td><td style=\"text-align: center;\" width=\"80\"><p>5th</p></td><td style=\"text-align: center;\" width=\"80\"><p>8</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5413,
            "name": "Warlock: The Seeker",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Arcane Tradition: Theurgy</h1><p>A number of deities claim arcane magic as their domain. While the idea of a divine being embracing such power might seem contradictory, magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious teachings.</p><p><strong>Divine Inspiration</strong><br />When you select this tradition at 2<sup>nd</sup> level, pick a divine domain from your chosen deity&rsquo;s list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the theurgist concept:</p><ul><li>Arcana*</li><li>Knowledge</li><li>Light</li></ul><p>*From the <em>Sword Coast Adventurers&rsquo; Guide</em>.</p><p><strong>Arcane Initiate</strong><br />Beginning when you select this tradition at 2<sup>nd</sup> level, whenever you gain a wizard level, you can choose to replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.<br />If you add all of your domain spells to your spellbook, you can subsequently opt to add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.<br />Other wizards cannot copy cleric spells from your spellbook into their own spellbooks.</p><p><strong>Channel Arcana</strong><br />At 2<sup>nd</sup> level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2<sup>nd</sup> level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.<br />When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.<br />Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.<br />Beginning at 6<sup>th</sup> level, you can use your Channel Arcana twice between rests, and beginning at 18<sup>th</sup> level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.<br />When you gain further uses for Channel Divinity from your domain, you can employ them by using your Channel Arcana ability.</p><p><strong>Channel Arcana: Divine Arcana</strong><br />As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate.</p><p><strong>Arcane Acolyte</strong><br />At 6<sup>th</sup> level, you gain your chosen domain&rsquo;s 1<sup>st</sup> level benefits. However, you do not gain any weapon or armor proficiencies from your domain.</p><p><strong>Arcane Priest</strong><br />At 10<sup>th</sup> level, you gain your chosen domain&rsquo;s 6<sup>th</sup> level benefits. Your faith and your understanding of magic allow you to delve into your god&rsquo;s secrets.</p><p><strong>Arcane High Priest</strong><br />At 14<sup>th</sup> level, you gain your chosen domain&rsquo;s 17<sup>th</sup> level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.</p><h1>Wizard Base Class Features</h1><p><strong>Hit Points<br />Hit Dice: </strong>1d6 per wizard level<br /><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per wizard level after 1st</p><p><strong>Proficiencies<br />Armor: </strong>None<br /><strong>Weapons: </strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Intelligence, Wisdom<br /><strong>Skills: </strong>Choose two from <a href=\"http://skill.com/arcana\">Arcana</a>, <a href=\"http://skill.com/history\">History</a>, <a href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/investigation\">Investigation</a>, <a href=\"http://skill.com/medicine\">Medicine</a>, and <a href=\"http://skill.com/religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a quarterstaff or (b) a dagger</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a scholar&rsquo;s pack or (b) an explorer&rsquo;s pack</li><li>A spellbook</li></ul><p><strong>Spellcasting</strong><br />As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</p><p><strong>Cantrips</strong><br />At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.</p><p><strong>Your Spellbook</strong><br />The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</p><p><strong><em>Copying a Spell into the Book:</em></strong> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</p><p><strong><em>Replacing the Book:</em></strong> You can copy a spell from your own spellbook into another book&mdash;for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</p><p><strong><em>The Book&rsquo;s Appearance:</em></strong> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</p><p><strong>Spellbook</strong><br />At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.</p><p><strong>Preparing and Casting Spells</strong><br />The Wizard 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.</p><p>You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell <em>magic missile, </em>you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.</p><p><strong>Spellcasting Ability</strong><br />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 wizard spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Intelligence modifier<br /><strong>Spell attack modifier </strong>= your proficiency bonus + your intelligence modifier</p><p><strong>Ritual Casting</strong><br />You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your wizard spells.</p><p><strong>Learning Spells of 1st Level and Higher</strong><br />Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the &ldquo;Your Spellbook&rdquo; sidebar).</p><p><strong>Arcane Recovery</strong><br />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.</p><p>For example, if you&rsquo;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><p><strong>Arcane Tradition</strong><br />When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.</p><p>Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</p><p><strong>Ability Score Improvement</strong><br />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 s cores of your choice by 1. As normal, you can&rsquo;t increase an ability score above 20 using this feature.</p><p><strong>Spell Mastery</strong><br />At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level w izard spell and a 2nd-level w izard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><p>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><p><strong>Signature Spells</strong><br />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&rsquo;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&rsquo;t do so again until you finish a short or long rest.</p><p>If you want to cast either spell at a higher level, you must expend a spell slot as normal.</p><h1>The Wizard Table</h1><table border=\"2\"><tbody><tr><td style=\"text-align: center;\" width=\"49\"><p><strong>Level</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Proficiency Bonus</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Features</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>Cantrips Known</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>1st</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>2nd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>3rd</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>4th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>5th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>6th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>7th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>8th</strong></p></td><td style=\"text-align: center;\" width=\"49\"><p><strong>9th</strong></p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>1<sup>st</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spellcasting, Arcane Recovery</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>2<sup>nd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>3<sup>rd</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>4<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+2</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>5<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>6<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>7<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>8<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+3</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>9<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>10<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>11<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>12<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+4</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>13<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>14<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Arcane Tradition feature</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>15<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>16<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+5</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>17<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>&nbsp;</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>18<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Spell Mastery</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>19<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Ability Score Improvement</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr><tr><td style=\"text-align: center;\" width=\"49\"><p>20<sup>th</sup></p></td><td style=\"text-align: center;\" width=\"49\"><p>+6</p></td><td style=\"text-align: center;\" width=\"49\"><p>Signature Spell</p></td><td style=\"text-align: center;\" width=\"49\"><p>5</p></td><td style=\"text-align: center;\" width=\"49\"><p>4</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>3</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>2</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td><td style=\"text-align: center;\" width=\"49\"><p>1</p></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5414,
            "name": "Wizard: School of Theurgy",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Path of the Ancestral Guardian</span></h1><hr /><p>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.</p><p><span class=\"fontstyle0\">Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits&rsquo; help, they can hinder their foes even as they strike powerful blows against them.<br /></span></p><p><span class=\"fontstyle0\">In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors&rsquo; deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.<br /></span></p><h2><span class=\"fontstyle0\">Ancestral Protectors<br /></span></h2><p><span class=\"fontstyle0\">Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you&rsquo;re raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn&rsquo;t target you, and if the creature<br />takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.</span></p><h2><span class=\"fontstyle0\">Ancestral Shield<br /></span></h2><p><span class=\"fontstyle0\">Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it <br />from a source other than Rage.</span></p><h2><span class=\"fontstyle0\">Consult the Spirits<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Vengeful Ancestors<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you&rsquo;re raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.</span></p>",
            "hit_die": "d12",
            "id": 5650,
            "name": "Barbarian - Path of the Ancestral Guardian",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Path of the Storm Herald</span></h1><hr /><p>&nbsp;</p><p><span class=\"fontstyle0\">Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.</span></p><p><span class=\"fontstyle0\">Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world&rsquo;s end, or deep in the hottest deserts.</span></p><h2><span class=\"fontstyle0\">Storm of Fury<br /></span></h2><p><span class=\"fontstyle0\">When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. </span></p><p><span class=\"fontstyle0\">While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.<br /></span><span class=\"fontstyle3\"><strong>Desert.</strong> </span><span class=\"fontstyle0\">Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.<br /></span><span class=\"fontstyle3\"><strong>Sea.</strong> </span><span class=\"fontstyle0\">At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.<br /></span><span class=\"fontstyle3\"><strong>Tundra.</strong> </span><span class=\"fontstyle0\">Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.</span></p><h2><span class=\"fontstyle0\">Storm Soul<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.<br /></span><span class=\"fontstyle3\"><strong>Desert.</strong> </span><span class=\"fontstyle0\">You gain resistance to fire damage and don&rsquo;t suffer the effects of extreme heat.<br /></span><span class=\"fontstyle3\"><strong>Sea.</strong> </span><span class=\"fontstyle0\">You gain resistance to lightning damage and can breathe underwater.<br /></span><span class=\"fontstyle3\"><strong>Tundra.</strong> </span><span class=\"fontstyle0\">You gain resistance to cold damage and don&rsquo;t suffer the effects of extreme cold.<br /></span></p><h2><span class=\"fontstyle0\">Shield of the Storm<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.<br /></span></p><h2><span class=\"fontstyle0\">Raging Storm<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, the power of the storm you channel grows mightier.<br /></span><span class=\"fontstyle3\"><strong>Desert.</strong> </span><span class=\"fontstyle0\">The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature&rsquo;s speed drops to 0 until the start of its next turn.<br /></span><span class=\"fontstyle3\"><strong>Sea.</strong> </span><span class=\"fontstyle0\">Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.<br /></span><span class=\"fontstyle3\"><strong>Tundra.</strong> </span><span class=\"fontstyle0\">The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.</span></p>",
            "hit_die": "d12",
            "id": 5651,
            "name": "Barbarian - Path of the Storm Herald",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Path of the Zealot</span></h1><hr /><p><span class=\"fontstyle0\">Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots&mdash;warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&amp;D <br />inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. </span></p><p><span class=\"fontstyle0\">In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.</span></p><h2><span class=\"fontstyle0\">Divine Fury<br /></span></h2><p><span class=\"fontstyle0\">Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.<br /></span></p><h2><span class=\"fontstyle0\">Warrior of the Gods<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.</span><span class=\"fontstyle2\"><br /></span></p><h2><span class=\"fontstyle0\">Zealous Focus<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can&rsquo;t rage again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Zealous Presence<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Rage Beyond Death<br /></span></h2><p><span class=\"fontstyle0\">Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn&rsquo;t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don&rsquo;t die until your rage ends.</span></p>",
            "hit_die": "d12",
            "id": 5652,
            "name": "Barbarian - Path of the Zealot",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">College of Glamour</span></h1><hr /><p><span class=\"fontstyle0\">The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.</span></p><p><span class=\"fontstyle0\">The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.<br /></span></p><h2><span class=\"fontstyle0\">Mantle of Inspiration<br /></span></h2><p><span class=\"fontstyle0\">When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed. </span></p><p><span class=\"fontstyle0\">As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. </span></p><p><span class=\"fontstyle0\">When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. </span></p><p><span class=\"fontstyle0\">The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.</span></p><h2><span class=\"fontstyle0\">Enthralling Performance<br /></span></h2><p><span class=\"fontstyle0\">Starting at 3rd level, you can charge your performance with seductive fey magic.</span></p><p><span class=\"fontstyle0\">If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. </span></p><p><span class=\"fontstyle0\">If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. </span></p><p><span class=\"fontstyle0\">Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Mantle of Majesty<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast </span><span class=\"fontstyle1\">command </span><span class=\"fontstyle0\">as a <br />bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell. </span></p><p><span class=\"fontstyle0\">Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</span></p><h2><span class=\"fontstyle0\">Unbreakable Majesty<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.<br /></span></p><p><span class=\"fontstyle0\">In addition, through this feature, you can cast </span><em><span class=\"fontstyle1\">sanctuary </span></em><span class=\"fontstyle0\">on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn. </span></p><p><span class=\"fontstyle0\">Once you cast </span><em><span class=\"fontstyle1\">sanctuary </span></em><span class=\"fontstyle0\">using this feature, you can&rsquo;t do so again until you finish a short or long rest.</span></p>",
            "hit_die": "d8",
            "id": 5653,
            "name": "Bard - College of Glamour",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">College of Whispers</span></h1><hr /><p><span class=\"fontstyle0\">Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.<br /></span></p><p><span class=\"fontstyle0\">Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards&rsquo; reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.</span></p><h2><span class=\"fontstyle0\">Venomous Blades<br /></span></h2><p><span class=\"fontstyle0\">When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment. </span></p><p><span class=\"fontstyle0\">When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn. <br /></span></p><p><span class=\"fontstyle0\">The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.<br /></span></p><h2><span class=\"fontstyle0\">Venomous Words<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, you learn to infuse innocentseeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.<br /></span></p><p><span class=\"fontstyle0\">If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and <br />hides there.<br /></span></p><p><span class=\"fontstyle0\">If the target succeeds on its save, the target has no hint that you tried to frighten it. </span></p><p><span class=\"fontstyle0\">Once you use this feature, you can&rsquo;t use it again until you finish a short rest or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Mantle of Whispers<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain the ability to adopt a creature&rsquo;s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you&rsquo;re Small), and you can have only one shadow captured at a time.<br /></span></p><p><span class=\"fontstyle0\">After you capture a creature&rsquo;s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature&rsquo;s appearance for 1 hour or until you end this effect as a bonus action. </span></p><p><span class=\"fontstyle0\">During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.<br /></span></p><p><span class=\"fontstyle0\">Another creature can see through this disguise by making a Wisdom (Insight) check opposed by </span><span class=\"fontstyle0\">your Charisma (Deception) check, though you gain a +5 bonus to your check. </span></p><p><span class=\"fontstyle0\">The disguise and the knowledge it grants disappears when this ability&rsquo;s duration ends.<br /></span></p><h2><span class=\"fontstyle0\">Shadow Lore<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, you gain the ability to weave dark magic into your words and tap into a creature&rsquo;s deepest fears.<br /></span></p><p><span class=\"fontstyle0\">As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn&rsquo;t share a language with you or if it can&rsquo;t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.</span></p><p><span class=\"fontstyle0\">If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. </span></p><p><span class=\"fontstyle0\">While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won&rsquo;t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br /></span></p><p><span class=\"fontstyle0\">When the effect ends, the creature has no understanding of why it held you in such fear.</span></p><p><span class=\"fontstyle0\">Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</span></p>",
            "hit_die": "d8",
            "id": 5655,
            "name": "Bard - College of Whispers",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">Spell-Less Ranger</span></h1><hr /><p>&nbsp;</p><h2><span class=\"fontstyle0\">Combat Superiority<br /></span></h2><p><span class=\"fontstyle2\">At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.<br /></span></p><p><strong><span class=\"fontstyle3\">Maneuvers</span></strong><span class=\"fontstyle2\"><strong>.</strong> You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.<br /></span></p><p><strong><span class=\"fontstyle3\">Superiority Dice</span></strong><span class=\"fontstyle2\"><strong>.</strong> 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 9th level and one more at 17th level.&nbsp;</span></p><p><strong><span class=\"fontstyle3\">Saving Throws</span></strong><span class=\"fontstyle2\"><strong>.</strong> 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:&nbsp;</span><span class=\"fontstyle4\">Maneuver save DC </span><span class=\"fontstyle2\">= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</span></p><h2><span class=\"fontstyle0\">Poultices</span></h2><p><span class=\"fontstyle2\">At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. </span></p><p><span class=\"fontstyle2\">If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).</span></p><h2><span class=\"fontstyle0\">Natural Antivenom<br /></span></h2><p><span class=\"fontstyle2\">Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.</span></p><h2><span class=\"fontstyle0\">Call Natural Allies<br /></span></h2><p><span class=\"fontstyle2\">Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:<br /></span></p><p><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle2\">One beast of challenge rating 2 or lower<br /></span><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle2\">Two beasts of challenge rating 1 or lower<br /></span><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle2\">Four beasts of challenge rating 1/2 or lower<br /></span><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle2\">Eight beasts of challenge rating 1/4 or lower<br /></span></p><p><span class=\"fontstyle2\">These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures&rsquo; statistics.<br /></span></p><p><span class=\"fontstyle2\">After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.<br /></span></p><h2><span class=\"fontstyle0\">Relentless<br /></span></h2><p><span class=\"fontstyle2\">Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.<br /></span></p><p><span class=\"fontstyle2\">As a replacement for Share Spells, we could also consider the following feature:<br /></span></p><h2><span class=\"fontstyle0\">Beastly Coordination<br /></span></h2><p><span class=\"fontstyle2\">Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack&rsquo;s damage against it.</span></p>",
            "hit_die": "d10",
            "id": 5657,
            "name": "Ranger - Marshall",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Forge Domain</span></h1><hr /><p><span class=\"fontstyle0\">The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can <br />transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.<br /></span></p><h2><span class=\"fontstyle1\">Forge Domain Spells<br /></span></h2><table><tbody><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td><em>searing smite, shield</em></td></tr><tr><td>3rd</td><td><em>heat metal, magic weapon</em></td></tr><tr><td>5th</td><td><em>elemental weapon, protection from energy</em></td></tr><tr><td>7th</td><td><em>fabricate, wall of fire</em></td></tr><tr><td>9th</td><td><em>animate objects, creation</em></td></tr></tbody></table><h2><span class=\"fontstyle0\">Bonus Proficiency<br /></span></h2><p><span class=\"fontstyle0\">When you choose this domain at 1st level, you gain proficiency with heavy armor.&nbsp;</span></p><h2><span class=\"fontstyle0\">Blessing of the Forge<br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it&rsquo;s armor or a +1 bonus to attack and damage rolls <br />if it&rsquo;s a weapon.<br /></span></p><p><span class=\"fontstyle0\">Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Channel Divinity: Artisan&rsquo;s Blessing<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you can use your Channel Divinity to create simple items.</span></p><p><span class=\"fontstyle0\">Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.<br /></span></p><p><span class=\"fontstyle0\">The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a <br />nonmagical item, such as a copy of a key, if you possess the original during your short rest.<br /></span></p><h2><span class=\"fontstyle0\">Soul of the Forge<br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, your mastery of the forge grants you a number of special abilities:</span></p><p><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle0\">You gain a +1 bonus to AC while you are <br />wearing medium or heavy armor.<br /></span><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle0\">You gain resistance to fire damage.<br /></span><span class=\"fontstyle5\">&bull; </span><span class=\"fontstyle0\">When you hit a construct with an attack, you <br />deal additional force damage to it equal to <br />your cleric level.<br /></span></p><h2><span class=\"fontstyle0\">Divine Strike<br /></span></h2><p><span class=\"fontstyle0\">At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br /></span></p><h2><span class=\"fontstyle0\">Saint of Forge and Fire<br /></span></h2><p><span class=\"fontstyle0\">At 17th level, your affinity for fire and metal becomes more powerful due to your deity&rsquo;s </span><span class=\"fontstyle0\">blessing. You gain immunity to fire damage, and while you&rsquo;re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</span></p>",
            "hit_die": "d8",
            "id": 5661,
            "name": "Cleric - Forge Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Grave Domain</span></h1><hr /><p><span class=\"fontstyle0\">Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse&rsquo;s workings. To resist death, or to desecrate the dead&rsquo;s rest, is an abomination. <br />Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering <br />of dying creatures. Their magic also allows them to stave off a creature&rsquo;s death, though they refuse to use such magic to extend a creature&rsquo;s lifespan beyond its mortal limits.</span></p><h2><span class=\"fontstyle0\">Grave Domain Spells</span></h2><table><tbody><tr><td>Cleric level</td><td>spells</td></tr><tr><td>1st</td><td><em>bane, false life</em></td></tr><tr><td>3rd</td><td><em>gentle repose, ray of enfeeblement</em></td></tr><tr><td>5th</td><td><em>revivify, vampiric touch</em></td></tr><tr><td>7th</td><td><em>blight, death ward</em></td></tr><tr><td>9th</td><td><em>antilife shell, raise dead</em></td></tr></tbody></table><h2><span class=\"fontstyle0\">Bonus Proficiency<br /></span></h2><p><span class=\"fontstyle0\">When you choose this domain at 1st level, you gain proficiency with heavy armor.</span></p><h2><span class=\"fontstyle0\">Circle of Mortality<br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell&rsquo;s healing as having rolled their maximum result. In addition, if you have the </span><em><span class=\"fontstyle5\">spare the dying </span></em><span class=\"fontstyle0\">cantrip, you can cast it as a bonus action.<br /></span></p><h2><span class=\"fontstyle0\">Eyes of the Grave<br /></span></h2><p><span class=\"fontstyle0\">Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead <br />and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.<br />Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Channel Divinity: Path to the Grave<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you can use your Channel Divinity to mark another creature&rsquo;s life force for termination.<br />As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack&rsquo;s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.<br /></span></p><h2><span class=\"fontstyle0\">Sentinel at Death&rsquo;s Door<br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, you gain the ability to impede death&rsquo;s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Divine Strike<br /></span></h2><p><span class=\"fontstyle0\">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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.</span></p><h2><span class=\"fontstyle0\">Keeper of Souls<br /></span></h2><p><span class=\"fontstyle0\">At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy&rsquo;s number of Hit Dice. You can use this feature as long as you aren&rsquo;t incapacitated, but no more than once per round.</span></p>",
            "hit_die": "d8",
            "id": 5664,
            "name": "Cleric - Grave Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Protection Domain</span></h1><hr /><p><span class=\"fontstyle0\">The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods&rsquo; faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.<br /></span></p><h2><span class=\"fontstyle1\">Protection Domain Spells<br /></span></h2><table><tbody><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td><em>compelled duel, protection from good and evil</em></td></tr><tr><td>3rd</td><td><em>aid, protection from poison</em></td></tr><tr><td>5th</td><td><em>protection from energy, slow</em></td></tr><tr><td>7th</td><td><em>guardian of faith, Otiluke's resilient sphere</em></td></tr><tr><td>9th</td><td><em>antilife shell, wall of force</em></td></tr></tbody></table><h2><span class=\"fontstyle0\">Bonus Proficiency<br /></span></h2><p><span class=\"fontstyle0\">When you choose this domain at 1st level, you gain proficiency with heavy armor.&nbsp;</span></p><h2><span class=\"fontstyle0\">Shield of the Faithful<br /></span></h2><p><span class=\"fontstyle0\">Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.<br /></span></p><h2><span class=\"fontstyle0\">Channel Divinity: Radiant Defense<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.<br /></span></p><h2><span class=\"fontstyle0\">Blessed Healer<br /></span></h2><p><span class=\"fontstyle0\">Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell&rsquo;s level.</span></p><h2><span class=\"fontstyle0\">Divine Strike<br /></span></h2><p><span class=\"fontstyle0\">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.<br /></span></p><h2><span class=\"fontstyle0\">Indomitable Defense<br /></span></h2><p><span class=\"fontstyle0\">At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.</span></p>",
            "hit_die": "",
            "id": 5667,
            "name": "Cleric - Protection Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Circle of Dreams</span></h1><hr /><p><span class=\"fontstyle0\">Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids&rsquo; guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.<br /></span></p><h2><span class=\"fontstyle0\">Balm of the Summer Court<br /></span></h2><p><span class=\"fontstyle0\">At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.<br /></span></p><p><span class=\"fontstyle0\">As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute.<br /></span></p><p><span class=\"fontstyle0\">You regain the expended dice when you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Hearth of Moonlight and Shadow<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area.</span></p><h2><span class=\"fontstyle0\">Hidden Paths<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement.You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see.</span></p><p><span class=\"fontstyle0\">Once you use either option&mdash;teleporting yourself or an ally&mdash;you can&rsquo;t use that option again until 1d4 rounds have passed.</span></p><h2><span class=\"fontstyle0\">Purifying Light<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the <br />healed creature with </span><span class=\"fontstyle2\">dispel magic</span><span class=\"fontstyle0\">, using a spell slot with a level equal to the slot used to cast the healing spell.<br /></span></p><p><span class=\"fontstyle0\">You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.</span></p>",
            "hit_die": "d8",
            "id": 5672,
            "name": "Druid - Circle of Dreams",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Circle of the Shepherd</span></h1><hr /><p><span class=\"fontstyle0\">Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent </span><span class=\"fontstyle0\">civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.</span></p><h2><span class=\"fontstyle0\">Spirit Bond<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn&rsquo;t occupy its space, it is immobile, and it counts as neither a creature nor an object.<br /></span></p><p><span class=\"fontstyle0\">The nature of the aura depends on the type of spirit you choose to summon:<br /></span></p><p><span class=\"fontstyle3\"><strong>Bear.</strong> </span><span class=\"fontstyle0\">The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your <br />allies gain advantage on Strength checks and Strength saving throws while in the aura. <br /></span><span class=\"fontstyle3\"><strong>Hawk.</strong> </span><span class=\"fontstyle0\">The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit&rsquo;s aura.<br /></span><span class=\"fontstyle3\"><strong>Wolf.</strong> </span><span class=\"fontstyle0\">The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit&rsquo;s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.<br /></span></p><p><span class=\"fontstyle0\">The spirit persists for 1 minute. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Beast Speech<br /></span></h2><p><span class=\"fontstyle0\">At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.<br /></span></p><h2><span class=\"fontstyle0\">Mighty Summoner<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is <br />considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.<br /></span></p><h2><span class=\"fontstyle0\">Guardian Spirit<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a </span><span class=\"fontstyle4\">death ward </span><span class=\"fontstyle0\">spell. The spell&rsquo;s duration is extended to 24 hours.<br /></span></p><h2><span class=\"fontstyle0\">Faithful Summons<br /></span></h2><p><span class=\"fontstyle0\">Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of </span><span class=\"fontstyle4\">conjure animals </span><span class=\"fontstyle0\">as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.<br />Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</span></p>",
            "hit_die": "d8",
            "id": 5673,
            "name": "Druid - Circle of the Shepherd",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Circle of Twilight</span></h1><hr /><p><span class=\"fontstyle0\">The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their <br />foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of </span><span class=\"fontstyle0\">Twilight goes to such places to banish undeath and restore life.<br /></span></p><h2><span class=\"fontstyle0\">Harvest&rsquo;s Scythe<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.<br />When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell&rsquo;s damage, or 5 hit points per die if at least one of the slain creatures was undead.<br />You regain the expended dice when you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Speech Beyond the Grave<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain the ability to reach beyond death&rsquo;s veil in search of knowledge. Using this feature, you can cast </span><span class=\"fontstyle3\">speak with dead </span><span class=\"fontstyle0\">without material components, and you understand what the target of this casting says. It can understand your questions, even if you don&rsquo;t share a language or it is not intelligent enough to speak.<br />Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Watcher at the Threshold<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren&rsquo;t incapacitated, any ally within 30 feet of you has advantage on death saving throws.<br /></span></p><h2><span class=\"fontstyle0\">Paths of the Dead<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast </span><span class=\"fontstyle3\">etherealness</span><span class=\"fontstyle0\">. Once the spell ends, you can&rsquo;t cast it with this feature again until you finish a short or long rest.</span></p>",
            "hit_die": "d8",
            "id": 5674,
            "name": "Druid - Circle of Twilight",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Optional Rule: Wild Shape Forms</span></h1><hr /><p><span class=\"fontstyle0\">The Wild Shape feature in the </span><span class=\"fontstyle1\">Player&rsquo;s Handbook&nbsp;</span><span class=\"fontstyle0\">lets you transform into a beast that you&rsquo;ve seen before. That rule gives you a tremendous amount of flexibility, making it easy to amass a large of array of beast form options for yourself, assuming you abide by the limitations in the Beast Shapes table in that book. The optional rule presented here is designed for the player and DM who would like to trade some of that flexibility for ease of use. The rules here also create a clear in-world method for learning new beast shapes.<br /></span></p><h2><span class=\"fontstyle0\">Known Beast Shapes</span></h2><hr /><p><span class=\"fontstyle0\">When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. </span></p><p><span class=\"fontstyle0\">Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level.</span></p><h2><span class=\"fontstyle3\">Common Beast Shapes &mdash; Temperate<br /></span></h2><table><tbody><tr><td>Druid Level Prerequisite</td><td>Beasts</td></tr><tr><td>2nd</td><td>Badger, boar, cat, deer, draft horse, <br />elk, goat, jackal, lizard, mastiff, mule, <br />panther, pony, rat, riding horse, <br />scorpion, spider, weasel, wolf</td></tr><tr><td>4th</td><td>Black bear,* crab, frog, octopus,<br />poisonous snake, reef shark, sea <br />horse, warhorse*</td></tr><tr><td>8th</td><td>Bat, brown bear,* eagle, hawk, owl, <br />raven, vulture</td></tr></tbody></table><p><span class=\"fontstyle4\">*A member of the Circle of the Moon can choose this beast at 2nd level.</span></p><h2><span class=\"fontstyle3\">Common Beast Shapes &mdash; Tropical<br /></span></h2><table><tbody><tr><td>Druid Level Prerequisite</td><td>Beasts</td></tr><tr><td>2nd</td><td>Baboon, badger, boar, camel, cat, <br />deer, draft horse, goat, hyena, jackal, <br />lizard, mule, panther, pony, rat, riding <br />horse, scorpion, spider, weasel</td></tr><tr><td>4th</td><td>Ape,* crab, crocodile, constrictor <br />snake, frog, octopus, poisonous snake, <br />reef shark, sea horse, warhorse*</td></tr><tr><td>8th</td><td>Bat, eagle, hawk, lion,* owl, raven, <br />tiger,* vulture</td></tr></tbody></table><p><span class=\"fontstyle4\">*A member of the Circle of the Moon can choose this beast at 2nd level.<br /></span></p><h2><span class=\"fontstyle4\">Starting Beast Shapes<br /></span></h2><p><span class=\"fontstyle4\">To begin using Wild Shape quickly at 2nd level, choose one of the following starting packages, each of which gives you options for combat, climbing, stealth, and serving as a mount.<br /></span></p><p><span class=\"fontstyle3\">Temperate: </span><span class=\"fontstyle4\">cat, elk, wolf<br /></span><span class=\"fontstyle3\">Tropical: </span><span class=\"fontstyle4\">panther, riding horse, spider<br /></span><span class=\"fontstyle3\">Temperate (Circle of the Moon): </span><span class=\"fontstyle4\">brown bear, cat, warhorse<br /></span><span class=\"fontstyle3\">Tropical (Circle of the Moon): </span><span class=\"fontstyle4\">ape, tiger, warhorse</span></p><h2><span class=\"fontstyle0\">Gaining Extra Beast Shapes</span></h2><hr /><p><span class=\"fontstyle0\">In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in <br />the Wild Shape feature (see the Beast Shapes table in the </span><span class=\"fontstyle1\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">, page 66). When you see a beast whose shape you&rsquo;d like to learn, you have two options:&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Observation.</strong> </span><span class=\"fontstyle0\">You learn the beast&rsquo;s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast&rsquo;s challenge rating. For this observation period, your <br />vantage point&mdash;whether physical or magical&mdash;must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check.<br /></span></p><p><span class=\"fontstyle5\"><strong>Interaction.</strong> </span><span class=\"fontstyle0\">You learn the beast&rsquo;s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast&rsquo;s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check.</span></p><p><span class=\"fontstyle0\">Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like </span><span class=\"fontstyle1\">animal friendship </span><span class=\"fontstyle0\">can lay the groundwork for peaceful interaction.</span></p>",
            "hit_die": "",
            "id": 5679,
            "name": "Druid - Wild Shape Options",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Arcane Archer</span></h1><hr /><p><span class=\"fontstyle0\">An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows<br />to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br /></span></p><h2><span class=\"fontstyle0\">Arcane Arrow<br /></span></h2><p><span class=\"fontstyle0\">When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.</span></p><p><span class=\"fontstyle2\"><strong>Create Magic Arrow.</strong> </span><span class=\"fontstyle0\">As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The &nbsp;arrow is a magic weapon that deals an additional 2d6 force damage on a hit. You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.<br /></span><span class=\"fontstyle2\"><strong>Arcane Shot.</strong> </span><span class=\"fontstyle0\">When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.<br />You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.<br /></span></p><h2><span class=\"fontstyle0\">Archer&rsquo;s Lore</span></h2><p><span class=\"fontstyle0\">At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. You gain proficiency in two of the following <br />skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.<br /></span></p><h2><span class=\"fontstyle0\">Conjure Arrows<br /></span></h2><p><span class=\"fontstyle0\">At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.<br /></span></p><h2><span class=\"fontstyle0\">Ever-Ready Arrow<br /></span></h2><p><span class=\"fontstyle0\">Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.<br /></span></p><h2><span class=\"fontstyle0\">Deadly Arrow<br /></span></h2><p><span class=\"fontstyle0\">At 18th level, your Arcane Arrow&rsquo;s bonus damage increases to 4d6 force damage.<br /></span></p><h2><span class=\"fontstyle0\">Arcane Shots<br /></span></h2><p><span class=\"fontstyle0\">The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order. These are all magical effects.<br /></span></p><p><span class=\"fontstyle2\"><strong>Beguiling Arrow.</strong> </span><span class=\"fontstyle0\">Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can&rsquo;t attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.<br /></span><span class=\"fontstyle2\"><strong>Brute Bane Arrow.</strong> </span><span class=\"fontstyle0\">You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature&rsquo;s attacks is halved until the end of your next turn.</span><br /><span class=\"fontstyle2\"><strong>Bursting Arrow.</strong> </span><span class=\"fontstyle0\">You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.<br /></span><span class=\"fontstyle2\"><strong>Defending Arrow.</strong> </span><span class=\"fontstyle0\">You use abjuration magic to weave a charm that disrupts your enemy&rsquo;s magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.<br /></span><span class=\"fontstyle2\"><strong>Grasping Arrow.</strong> </span><span class=\"fontstyle0\">When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a &ndash;10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use <br />its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute.<br /></span><span class=\"fontstyle2\"><strong>Piercing Arrow.</strong> </span><span class=\"fontstyle0\">You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.<br /></span><span class=\"fontstyle2\"><strong>Seeking Arrow.</strong> </span><span class=\"fontstyle0\">Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if <br />necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon&rsquo;s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don&rsquo;t learn the target&rsquo;s location unless it&rsquo;s within your line of sight.<br /></span><span class=\"fontstyle2\"><strong>Shadow Arrow.</strong> </span><span class=\"fontstyle0\">You weave illusion magic into your arrow, causing it to occlude your foe&rsquo;s vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can&rsquo;t see more than 30 feet away.</span></p>",
            "hit_die": "d10",
            "id": 5688,
            "name": "Fighter - Arcane Archer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Knight</span></h1><hr /><p><span class=\"fontstyle0\">The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy&rsquo;s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.<br /></span></p><h2><span class=\"fontstyle0\">Born to the Saddle<br /></span></h2><p><span class=\"fontstyle0\">Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren&rsquo;t incapacitated and you fall less than 10 feet. </span></p><h2><span class=\"fontstyle0\">Implacable Mark<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can&rsquo;t be frightened. The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. If a target marked by you is within 5 feet of <br />you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack&rsquo;s weapon deals extra damage to the target equal to your fighter level. You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Noble Cavalry<br /></span></h2><p><span class=\"fontstyle0\">At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.<br /></span></p><h2><span class=\"fontstyle0\">Hold the Line<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack&rsquo;s </span><span class=\"fontstyle0\">weapon deals extra damage to the target equal to half your fighter level, and the target&rsquo;s speed is reduced to 0 until the end of this turn.<br /></span></p><h2><span class=\"fontstyle0\">Rapid Strike<br /></span></h2><p><span class=\"fontstyle0\">Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.<br /></span></p><h2><span class=\"fontstyle0\">Defender&rsquo;s Blade<br /></span></h2><p><span class=\"fontstyle0\">At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.&nbsp;</span></p><table><tbody><tr><td>Samurai, Knights, and History</td></tr><tr><td><span class=\"fontstyle2\">While both samurai and medieval knights existed in the real world, our inspiration for both fighter archetypes is taken from popular culture (movies and comic books), not history. Our intent is to capture the cinematic, heroic element of both archetypes in the game rather than an accurate historical representation of either.</span></td></tr></tbody></table>",
            "hit_die": "",
            "id": 5691,
            "name": "Fighter - Knight",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Samurai</span></h1><hr /><p><span class=\"fontstyle0\">The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai&rsquo;s willpower is nearly unbreakable, and the enemies in a Samurai&rsquo;s path have two choices: yield or die fighting.<br /></span></p><h2><span class=\"fontstyle0\">Fighting Spirit<br /></span></h2><p><span class=\"fontstyle0\">Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Elegant Courtier<br /></span></h2><p><span class=\"fontstyle0\">Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.<br /></span></p><h2><span class=\"fontstyle0\">Unbreakable Will<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).<br /></span></p><h2><span class=\"fontstyle0\">Rapid Strike<br /></span></h2><p><span class=\"fontstyle0\">Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</span></p><h2><span class=\"fontstyle0\">Strength Before Death<br /></span></h2><p><span class=\"fontstyle0\">Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don&rsquo;t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</span></p>",
            "hit_die": "",
            "id": 5692,
            "name": "Fighter - Samurai",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Sharpshooter</span></h1><hr /><p><span class=\"fontstyle0\">The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.<br /></span></p><h2><span class=\"fontstyle0\">Steady Aim<br /></span></h2><p><span class=\"fontstyle0\">Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you&rsquo;re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:</span></p><p><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">The attacks ignore half and three-quarters cover.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.<br /></span></p><p><span class=\"fontstyle0\">You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Careful Eyes<br /></span></h2><p><span class=\"fontstyle0\">Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).<br /></span></p><h2><span class=\"fontstyle0\">Close-Quarters Shooting<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn&rsquo;t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can&rsquo;t take reactions until the end of this turn.<br /></span></p><h2><span class=\"fontstyle0\">Rapid Strike<br /></span></h2><p><span class=\"fontstyle0\">Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.<br /></span></p><h2><span class=\"fontstyle0\">Snap Shot<br /></span></h2><p><span class=\"fontstyle0\">Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.</span> </p>",
            "hit_die": "",
            "id": 5693,
            "name": "Fighter - Sharpshooter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Monster Hunter</span></h1><hr /><p><span class=\"fontstyle0\">As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.<br /></span></p><h2><span class=\"fontstyle0\">Bonus Proficiencies<br /></span></h2><p><span class=\"fontstyle0\">When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.<br /></span></p><h2><span class=\"fontstyle0\">Combat Superiority<br /></span></h2><p><span class=\"fontstyle0\">When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.</span></p><p><span class=\"fontstyle2\">Superiority Dice. </span><span class=\"fontstyle0\">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.<br /></span></p><p><span class=\"fontstyle0\">You gain another superiority die at 7th level and one more at 15th level.<br /></span></p><p><span class=\"fontstyle2\">Using Superiority Dice. </span><span class=\"fontstyle0\">You can expend superiority dice to gain a number of different benefits:<br /></span></p><p><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.<br /></span></p><h2><span class=\"fontstyle0\">Hunter&rsquo;s Mysticism<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast&nbsp;</span><span class=\"fontstyle4\">detect magic </span><span class=\"fontstyle0\">as a ritual. You can cast </span><span class=\"fontstyle4\">protection from evil and good</span><span class=\"fontstyle0\">, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of <br />the following languages of your choice: Abyssal, Celestial, or Infernal.</span></p><h2><span class=\"fontstyle0\">Monster Slayer<br /></span></h2><p><span class=\"fontstyle0\">At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.<br /></span></p><h2><span class=\"fontstyle0\">Improved Combat Superiority<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.&nbsp;</span></p><h2><span class=\"fontstyle0\">Relentless<br /></span></h2><p><span class=\"fontstyle0\">Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.</span> </p>",
            "hit_die": "",
            "id": 5694,
            "name": "Fighter - Monster Hunter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">College of Swords</span></h1><hr /><p><span class=\"fontstyle0\">Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade&rsquo;s talent for the excitement it adds to a performance, but few entertainers fully trust them. Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves&rsquo; guilds or strike out on their own as adventurers. <br /></span></p><h2><span class=\"fontstyle0\">Bonus Proficiencies<br /></span></h2><p><span class=\"fontstyle0\">When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.<br /></span></p><h2><span class=\"fontstyle0\">Fighting Style<br /></span></h2><p><span class=\"fontstyle0\">The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Two-Weapon Fighting.</strong> </span><span class=\"fontstyle0\">When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br /></span></p><h2><span class=\"fontstyle0\">Blade Flourish<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.<br /></span><span class=\"fontstyle2\"><strong>Defensive Flourish.</strong> </span><span class=\"fontstyle0\">You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.<br /></span><span class=\"fontstyle2\"><strong>Trick Shooter&rsquo;s Flourish.</strong> </span><span class=\"fontstyle0\">This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.<br /></span><span class=\"fontstyle2\"><strong>Unnerving Flourish.</strong> </span><span class=\"fontstyle0\">Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must </span><span class=\"fontstyle0\">also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.<br /></span></p><h2><span class=\"fontstyle0\">Extra Attack<br /></span></h2><p><span class=\"fontstyle0\">Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br /></span></p><h2><span class=\"fontstyle0\">Battle Magic<br /></span></h2><p><span class=\"fontstyle0\">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.</span> </p>",
            "hit_die": "",
            "id": 5696,
            "name": "Bard - College of Swords",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Close Quarters Shooter</span></h1><hr /><p><span class=\"fontstyle0\">You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.</span> </p>",
            "hit_die": "",
            "id": 5700,
            "name": "Fighting Style, Close Quarters Shooter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Tunnel Fighter</span></h1><hr /><p><span class=\"fontstyle0\">You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</span> </p>",
            "hit_die": "",
            "id": 5701,
            "name": "Fighting Style, Tunnel Fighter",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">City Domain</span></h1><hr /><p><span class=\"fontstyle0\">The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens. New spells introduced for the City domain are marked with an asterisk and detailed in the &ldquo;New Spells&rdquo; section at the end of this article. For <br />all other spells, see the </span><span class=\"fontstyle2\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">.</span></p><h2><span class=\"fontstyle0\"><span class=\"fontstyle3\">C</span><span class=\"fontstyle3\">ITY </span><span class=\"fontstyle3\">D</span><span class=\"fontstyle3\">OMAIN </span><span class=\"fontstyle3\">S</span><span class=\"fontstyle3\">PELLS</span> </span></h2><table><tbody><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td><em>comprehend languages, remote access</em></td></tr><tr><td>3rd</td><td><em>find vehicle, heat metal</em></td></tr><tr><td>5th</td><td><em>lightning bolt, protection from ballistics</em></td></tr><tr><td>7th</td><td><em>locate creature, synchronicity</em></td></tr><tr><td>9th</td><td><em>commune with city, shutdown</em></td></tr></tbody></table><h2><span class=\"fontstyle0\">Bonus Cantrip <br /></span></h2><p><span class=\"fontstyle0\">When you choose this domain at 1st level, you gain the </span><span class=\"fontstyle2\">on/off&nbsp;</span><span class=\"fontstyle0\">cantrip in addition to your chosen cantrips.<br /></span></p><h2><span class=\"fontstyle0\">Bonus Proficiencies <br /></span></h2><p><span class=\"fontstyle0\">Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land). <br /></span></p><h2><span class=\"fontstyle0\">Heart of the City <br /></span></h2><p><span class=\"fontstyle0\">From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Channel Divinity: Spirits of the City <br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute <br />(your choice). Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw.&nbsp;</span><span class=\"fontstyle0\">On a failed save, the creature is knocked prone or restrained (your choice by hazards such as entangling wires, high pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.<br /></span></p><h2><span class=\"fontstyle0\">Block Watch <br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus. </span></p><h2><span class=\"fontstyle0\">Divine Strike <br /></span></h2><p><span class=\"fontstyle0\">At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.<br /></span></p><h2><span class=\"fontstyle0\">Express Transit <br /></span></h2><p><span class=\"fontstyle0\">At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a </span><span class=\"fontstyle2\">teleport'</span><span class=\"fontstyle0\">spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again. </span> </p>",
            "hit_die": "",
            "id": 5705,
            "name": "Cleric - City Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Ghost in the Machine</span></h1><hr /><p><span class=\"fontstyle0\">You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.</span><span class=\"fontstyle0\"> <br /></span></p><h2><span class=\"fontstyle0\">Expanded Spell List <br /></span></h2><p><span class=\"fontstyle0\">The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the </span><span class=\"fontstyle1\"><em>on/off</em>&nbsp;</span><span class=\"fontstyle0\">cantrip, and the following new spells are added to the warlock spell list for you.&nbsp;<br /></span></p><p><span class=\"fontstyle2\">G</span><span class=\"fontstyle2\">HOST IN THE </span><span class=\"fontstyle2\">M</span><span class=\"fontstyle2\">ACHINE </span><span class=\"fontstyle2\">E</span><span class=\"fontstyle2\">XPANDED </span><span class=\"fontstyle2\">S</span><span class=\"fontstyle2\">PELLS<br /></span></p><table><tbody><tr><td>Spell Level</td><td>Spells</td></tr><tr><td>1st</td><td><em>infallible relay, remote access</em></td></tr><tr><td>2nd</td><td><em>arcane hacking, digital phantom</em></td></tr><tr><td>3rd</td><td><em>haywire, invisibility to cameras</em></td></tr><tr><td>4th</td><td><em>conjure knowbot, system backdoor</em></td></tr><tr><td>5th</td><td><em>shutdown, synchronicity</em></td></tr></tbody></table><h2><span class=\"fontstyle0\">Bonus Proficiency <br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain proficiency with hacking tools.<br /></span></p><h2><span class=\"fontstyle0\">Information Surge <br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. </span><span class=\"fontstyle0\">Certain shielded devices might negate the disadvantage, at the DM&rsquo;s determination. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Wire Walk <br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</span></p><h2><span class=\"fontstyle0\">Personal Encryption <br /></span></h2><p><span class=\"fontstyle0\">Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage. <br /></span></p><h2><span class=\"fontstyle0\">Technovirus <br /></span></h2><p><span class=\"fontstyle0\">At 14th level, you gain the ability to infect a humanoid&rsquo;s body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the </span><span class=\"fontstyle1\"><em>command</em>&nbsp;</span><span class=\"fontstyle0\">spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected. Once you use this feature, you can&rsquo;t use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a </span><em><span class=\"fontstyle1\">lesser restoration</span></em><span class=\"fontstyle0\"> spell. <br /></span></p><h2><span class=\"fontstyle0\">Additional Invocation <br /></span></h2><p><span class=\"fontstyle0\">Warlocks who favor modern weapons can learn to channel their magic through those weapons. </span></p><p><strong><span class=\"fontstyle0\">Arcane Gunslinger <br /></span></strong><span class=\"fontstyle1\">Prerequisite: Pact of the Blade feature </span><span class=\"fontstyle0\">You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon. </span> </p>",
            "hit_die": "",
            "id": 5706,
            "name": "Warlock - Ghost in the Machine",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Mariner</span></h1><hr /><p><span class=\"fontstyle0\">The following new option can be selected by fighters, paladins, and rangers for the Fighting Style class feature. Whether a buccaneer, an experienced sailor, or a specially trained marine, a mariner can scale a ship&rsquo;s rigging and swim through choppy water with ease. Adapted to wearing light and medium armor, mariners can defend themselves without relying on heavy armor or bulky shields. Most of them thus wield two\u2010handed weapons or fight with a pair of blades. </span></p><h2><span class=\"fontstyle0\">Mariner <br /></span></h2><p><span class=\"fontstyle0\">As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. </span></p><h3><span class=\"fontstyle2\">Mariner Design Notes<br /></span></h3><p><span class=\"fontstyle2\">Fighting Style is a good way to introduce a specific flavor of game play for multiple characters at once. In a sea\u2010based campaign, you can expect lots of battles in thewater and on board ships. Swimming and climbing speeds are very handy in such environments, but they can also prove useful in other areas. The mariner&rsquo;s AC bonus comes with conditions, but it plays into the restrictions a mariner must observe to gain a swimming or climbing speed. In addition, a ship\u2010based campaign lends itself to fighters who wield scimitars (representing a cutlass) and a dagger, and who wear light armor. This specific AC bonus helps support that character option.</span> </p>",
            "hit_die": "",
            "id": 5709,
            "name": "Fighting Style, Mariner",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Theurgy</span></h1><hr /><p><span class=\"fontstyle0\">A number of deities claim arcane magic as their domain. While the idea of a divine being embracing such power might seem contradictory, magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.<br />Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious teachings.<br /></span></p><h2><span class=\"fontstyle0\">Divine Inspiration<br /></span></h2><p><span class=\"fontstyle0\">When you select this tradition at 2nd level, pick a divine domain from your chosen deity&rsquo;s list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the theurgist concept:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Arcana*<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Knowledge<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Light<br />* From the </span><span class=\"fontstyle3\">Sword Coast Adventurers&rsquo; Guide</span><span class=\"fontstyle0\">.<br /></span></p><h2><span class=\"fontstyle0\">Arcane Initiate<br /></span></h2><p><span class=\"fontstyle0\">Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can choose to replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you hve spell slots. If you add all of your domain spells to your spellbook, you can subsequently opt to add any spell from the cleric spell list instead. The spell must still be of a level for which you hve spell slots. Other wizards cannot copy cleric spells from your spellbook into their own spellbooks.<br /></span></p><h2><span class=\"fontstyle0\">Channel Arcana<br /></span></h2><p><span class=\"fontstyle0\">At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</span><br /><span class=\"fontstyle0\">When you gain further uses for Channel Divinity from your domain, you can employ them by using your Channel Arcana ability.<br /></span></p><h2><span class=\"fontstyle0\">Channel Arcana: Divine Arcana<br /></span></h2><p><span class=\"fontstyle0\">As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate.</span></p><h2><span class=\"fontstyle0\">Arcane Acolyte<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain your chosen domain&rsquo;s 1st level benefits. However, you do not gain any weapon or armor proficiencies from your domain.</span></p><h2><span class=\"fontstyle0\">Arcane Priest&nbsp;</span></h2><p><span class=\"fontstyle0\">At 10th level, you gain your chosen domain&rsquo;s 6th level benefits. Your faith and your understanding of magic allow you to delve into your god&rsquo;s secrets.</span></p><h2><span class=\"fontstyle0\">Arcane High Priest<br /></span></h2><p><span class=\"fontstyle0\">At 14th level, you gain your chosen domain&rsquo;s 17th level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain</span></p>",
            "hit_die": "",
            "id": 5711,
            "name": "Wizard - Theurgy",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Rune Scribe</span></h1><hr /><p><span class=\"fontstyle0\">A rune scribe masters the secrets of the runes of power&mdash;ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power.<br />Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune.<br />The rune scribe prestige class uses the rules for rune magic presented at the end of this article.</span></p><h2><span class=\"fontstyle2\">The Rune Scribe</span></h2><table style=\"height: 126px;\" width=\"451\"><tbody><tr><td>&nbsp;</td><td>&nbsp;</td><td colspan=\"3\">Spell Slots Per Level</td></tr><tr><td>Level</td><td>Features</td><td>1st</td><td>2nd</td><td>3rd</td></tr><tr><td>1st</td><td><p>Rune Lore</p><p>Runic Magic</p></td><td>2</td><td>-</td><td>-</td></tr><tr><td>2nd</td><td>Runic Discovery</td><td>3</td><td>-</td><td>-</td></tr><tr><td>3rd</td><td>Runic Discovery</td><td>4</td><td>2</td><td>-</td></tr><tr><td>4th</td><td>Living Rune</td><td>4</td><td>3</td><td>-</td></tr><tr><td rowspan=\"2\">5th</td><td rowspan=\"2\"><p>Rune Mastery</p><p>Runic Discovery</p></td><td rowspan=\"2\">4</td><td rowspan=\"2\">3</td><td rowspan=\"2\">2</td></tr></tbody></table><h2><span class=\"fontstyle0\">Prerequisites<br /></span></h2><p><span class=\"fontstyle0\">In order to advance as a rune scribe, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle5\">Dexterity 13. </span><span class=\"fontstyle0\">Rune scribes need agile fingers to master the intricate patterns of a rune.<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle5\">Intelligence 13. </span><span class=\"fontstyle0\">Rune lore requires intense study and knowledge.<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle5\">Proficiency in the Arcana skill. </span><span class=\"fontstyle0\">Rune mastery requires an understanding of arcane lore.<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle5\">Character level 5th. </span><span class=\"fontstyle0\">Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class.<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle5\">Complete a special task. </span><span class=\"fontstyle0\">You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class.<br /></span></p><h2><span class=\"fontstyle0\">Class Features<br /></span></h2><p><span class=\"fontstyle0\">As a rune scribe, you gain the following class features.<br /></span></p><h3>Hit Points</h3><p>&nbsp;</p><p><span class=\"fontstyle5\"><strong>Hit Dice:</strong> </span><span class=\"fontstyle0\">1d8 per rune scribe level<br /></span><span class=\"fontstyle5\"><strong>Hit Points per Level:</strong> </span><span class=\"fontstyle0\">1d8 (or 5) + your Constitution modifier per rune scribe level</span></p><h3><span class=\"fontstyle0\">Proficiencies<br /></span></h3><p><span class=\"fontstyle5\"><strong>Tools:</strong> </span><span class=\"fontstyle0\">Calligrapher&rsquo;s supplies, mason&rsquo;s tools, woodcarver&rsquo;s tools<br /></span><span class=\"fontstyle5\"><strong>Saving Throws:</strong> </span><span class=\"fontstyle0\">None<br /></span><span class=\"fontstyle5\"><strong>Skills:</strong> </span><span class=\"fontstyle0\">None<br /></span></p><h3><span class=\"fontstyle0\">Equipment<br /></span></h3><p><span class=\"fontstyle0\">The rune scribe prestige class does not grant any special equipment.</span></p><h2>Rune Lore</h2><p><span class=\"fontstyle0\">At 1st level, you learn the basics of scribing runes, and are able to activate a master rune&rsquo;s full range of properties when you are properly attuned to it. The &ldquo;Rune Magic&rdquo; section below contains information on master runes and descriptions of runes and their properties. The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune&rsquo;s secrets.<br /></span></p><h2><span class=\"fontstyle0\">Runic Magic<br /></span></h2><p><span class=\"fontstyle0\">Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes, as described in the &ldquo;Rune Magic&rdquo; section below.<br />For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard.<br /></span></p><h2><span class=\"fontstyle0\">Runic Discovery<br /></span></h2><p><span class=\"fontstyle0\">Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the &ldquo;Rune Magic&rdquo; section below for information on rune rarity and master runes.) In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features.<br />You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. <br /></span></p><h2><span class=\"fontstyle0\">Living Rune<br /></span></h2><p><span class=\"fontstyle0\">Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.)<br /></span></p><h2><span class=\"fontstyle0\">Rune Mastery<br /></span></h2><p><span class=\"fontstyle0\">At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune.</span></p><hr /><h1><span class=\"fontstyle0\">Rune Magic<br /></span></h1><p><span class=\"fontstyle0\">Rune magic allows a character to unlock the power contained within magical symbols and sigils. Not every such mark has the potential for power. Only those runes forged in the ancient days of creation still resonate with the fundamental magic of the world. Runes work much like magic items. You can discover them, attune to them, and use their magic in a variety of ways. However, unlike with magic items, only a rune scribe can use all the benefits a rune offers.<br /></span></p><h2><span class=\"fontstyle0\">Overview<br /></span></h2><p><span class=\"fontstyle0\">Runes are powerful icons that you can use for a variety of effects. In order to use a rune, you must normally find and keep a </span><span class=\"fontstyle2\">master rune</span><span class=\"fontstyle0\">. A master rune is a rare object&mdash;a gem or carved rock, a magical token, a shard of some special material, and so on&mdash;engraved with the rune and empowered with magic that allows you to unleash&nbsp;</span><span class=\"fontstyle0\">the rune&rsquo;s effects. Those effects are divided into two categories.&nbsp;</span><span class=\"fontstyle2\">Simple properties </span><span class=\"fontstyle0\">are usable by anyone who attunes to a master rune.&nbsp;</span><span class=\"fontstyle2\">Complex properties </span><span class=\"fontstyle0\">are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature. Unless otherwise noted, you must have a master rune on your person in order to use its properties.<br /></span></p><h2><span class=\"fontstyle0\">Finding Runes<br /></span></h2><p><span class=\"fontstyle0\">A rune found as treasure is a master rune, carefully scribed into a rare object and available for use as a training tool to allow would-be rune scribes to unlock its power. Each rune discussed below is detailed as part of a master rune. Master runes and the runes they contain are treated much like magic items. They are categorized in rarity from rare to legendary, and can be placed in a campaign whenever the DM opts to place treasure. There are no common or uncommon runes.<br /></span></p><h2><span class=\"fontstyle0\">Buying and Selling Runes<br /></span></h2><p><span class=\"fontstyle0\">Treat a master rune as a magic item of its equivalent rarity for the purpose of buying and selling in the campaign. Just as with other magic items, the DM will determine whether such items are available to purchase in the campaign and under what conditions.<br /></span></p><h2><span class=\"fontstyle0\">Identifying Runes<br /></span></h2><p><span class=\"fontstyle0\">Runes are identified in a manner similar to magic items. Simply handling a master rune causes a strong sense of its rune&rsquo;s identity to echo in a character&rsquo;s mind. For example, touching a master rune item containing the </span><span class=\"fontstyle4\">kalt </span><span class=\"fontstyle0\">rune (the rune of cold) might cause you to experience a sudden chill as visions of snow and ice flash through your mind. The </span><span class=\"fontstyle4\">identify </span><span class=\"fontstyle0\">spell immediately reveals a master rune&rsquo;s simple properties. You can also learn its simple properties over the course of a short rest while maintaining physical contact with the rune.&nbsp;</span></p><h2><span class=\"fontstyle0\">Runes and Attunement<br /></span></h2><p><span class=\"fontstyle0\">A rune always requires attunement to use its simple properties. Attuning to a master rune requires you to spend a short rest focused on only that item while being in physical contact with it. This can&rsquo;t be the same short rest used to learn the rune&rsquo;s properties. This focus takes the form of carefully and repeatedly copying the rune, whether with ink and parchment or simply scribing it into the dirt. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you gain an intuitive understanding of how to activate the rune&rsquo;s magical properties. A master rune can be attuned to only one creature at a time, and all runes count toward your <br />limit of magic items you can attune to. Any attempt to attune to a fourth magic item or rune fails (though a rune scribe&rsquo;s Rune Mastery feature allows attunement to one additional rune). You cannot attune to more than one copy of a rune. You can end attunement to a rune in the same manner as with any other magic item.</span></p><p>&nbsp;</p>",
            "hit_die": "1d8",
            "id": 5721,
            "name": "Rune Scribe",
            "proficiencies": "Calligrapher's, mason's, woodcarver's",
            "reference": "Usergen",
            "type": "prestige"
        },
        {
            "alignment": "Any",
            "class_skills": "Two from: Arcana, History, Insight, Medicine, Nature, Perception, Religion",
            "full_text": "<h1>Mystic</h1><hr /><p><span class=\"fontstyle0\">A mystic draws on the power of psionics&mdash;the energy of the mind&mdash;to create powerful effects.<br /></span></p><table><tbody><tr><td style=\"text-align: center;\"><strong>Level</strong></td><td><p><strong>Proficiency</strong></p><p style=\"text-align: center;\"><strong>Bonus</strong></p></td><td style=\"text-align: center;\"><strong>Features</strong></td><td style=\"text-align: center;\"><p><strong>Talents</strong></p><p><strong>Known</strong></p></td><td style=\"text-align: center;\"><p><strong>Disciplines</strong></p><p><strong>Known</strong></p></td><td style=\"text-align: center;\"><p><strong>Psi</strong></p><p><strong>Points</strong></p></td><td style=\"text-align: center;\"><p><strong>Psi</strong></p><p><strong>Limit</strong></p></td></tr><tr><td>1st</td><td style=\"text-align: center;\">+2</td><td>Psionics, Mystic Order</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">2</td></tr><tr><td>2nd</td><td style=\"text-align: center;\">+2</td><td>Mystical Recovery</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">2</td></tr><tr><td>3rd</td><td style=\"text-align: center;\">+2</td><td>Mystic Order Feature</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">14</td><td style=\"text-align: center;\">3</td></tr><tr><td>4th</td><td style=\"text-align: center;\">+2</td><td>Ability Score Improvement, Strength of Mind</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">17</td><td style=\"text-align: center;\">3</td></tr><tr><td>5th</td><td style=\"text-align: center;\">+3</td><td>&nbsp;</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">27</td><td style=\"text-align: center;\">5</td></tr><tr><td>6th</td><td style=\"text-align: center;\">+3</td><td>Mystic Order Feature</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">32</td><td style=\"text-align: center;\">5</td></tr><tr><td>7th</td><td style=\"text-align: center;\">+3</td><td>&nbsp;</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">38</td><td style=\"text-align: center;\">6</td></tr><tr><td>8th</td><td style=\"text-align: center;\">+3</td><td>Ability Score Improvement, Mystic Order feature</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">44</td><td style=\"text-align: center;\">6</td></tr><tr><td>9th</td><td style=\"text-align: center;\">+4</td><td>&nbsp;</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">57</td><td style=\"text-align: center;\">7</td></tr><tr><td>10th</td><td style=\"text-align: center;\">+4</td><td>Consumptive Power</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">64</td><td style=\"text-align: center;\">7</td></tr></tbody></table><h2><span class=\"fontstyle0\">Class Features<br /></span></h2><p><span class=\"fontstyle0\">As a mystic, you gain the following class features.<br /></span></p><h3><span class=\"fontstyle0\">Hit Points<br /></span></h3><p><span class=\"fontstyle1\"><strong>Hit Dice:</strong> </span><span class=\"fontstyle0\">1d8 per mystic level<br /></span><span class=\"fontstyle1\"><strong>Hit Points at 1st Level:</strong> </span><span class=\"fontstyle0\">8 + your Constitution modifier<br /></span><span class=\"fontstyle1\"><strong>Hit Points at Higher Levels:</strong> </span><span class=\"fontstyle0\">1d8 (or 5) + your Constitution modifier per mystic level after 1st</span></p><h3><span class=\"fontstyle0\">Proficiencies<br /></span></h3><p><span class=\"fontstyle1\"><strong>Armor:</strong> </span><span class=\"fontstyle0\">Light armor, medium armor<br /></span><span class=\"fontstyle1\"><strong>Weapons:</strong> </span><span class=\"fontstyle0\">Simple weapons<br /></span><span class=\"fontstyle1\"><strong>Tools:</strong> </span><span class=\"fontstyle0\">None<br /></span><span class=\"fontstyle1\"><strong>Saving Throws:</strong> </span><span class=\"fontstyle0\">Intelligence, Wisdom<br /></span><span class=\"fontstyle1\"><strong>Skills:</strong> </span><span class=\"fontstyle0\">Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br /></span></p><h3><span class=\"fontstyle0\">Equipment<br /></span></h3><p><span class=\"fontstyle0\">You start with the following equipment, in addition to the equipment granted by your background:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle4\">(a) </span><span class=\"fontstyle0\">a spear or </span><span class=\"fontstyle4\">(b) </span><span class=\"fontstyle0\">a mace<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle4\">(a) </span><span class=\"fontstyle0\">leather armor or </span><span class=\"fontstyle4\">(b) </span><span class=\"fontstyle0\">scale mail<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle4\">(a) </span><span class=\"fontstyle0\">a light crossbow and 20 bolts or </span><span class=\"fontstyle4\">(b) </span><span class=\"fontstyle0\">any simple weapon<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle4\">(a) </span><span class=\"fontstyle0\">a scholar&rsquo;s pack or </span><span class=\"fontstyle4\">(b) </span><span class=\"fontstyle0\">an explorer&rsquo;s pack<br /></span></p><h2><span class=\"fontstyle0\">Psionics<br /></span></h2><p><span class=\"fontstyle0\">As a student of psionics, you can master and use psionic disciplines and talents.<br /></span></p><h3><span class=\"fontstyle0\">Psionic Talents<br /></span></h3><p><span class=\"fontstyle0\">A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br /></span></p><h3><span class=\"fontstyle0\">Psionic Disciplines<br /></span></h3><p><span class=\"fontstyle0\">A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines. A mystic masters only a few disciplines at a time.<br />At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. You must be at least 5th level to learn a greater discipline.<br />In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level.<br /></span></p><h3><span class=\"fontstyle0\">Psi Points<br /></span></h3><p><span class=\"fontstyle0\">You have an internal reservoir of energy that can be devoted to the psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can&rsquo;t go below 0 or over your maximum.<br /></span></p><h3><span class=\"fontstyle0\">Psi Limit<br /></span></h3><p><span class=\"fontstyle0\">Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.<br /></span></p><h3><span class=\"fontstyle0\">Psychic Focus<br /></span></h3><p><span class=\"fontstyle0\">You can focus psychic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline&rsquo;s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a psychic focus benefit. You can have only one psychic focus benefit at a time.</span></p><h3><span class=\"fontstyle0\">Psionic Ability<br /></span></h3><p><span class=\"fontstyle0\">Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br /></span></p><p style=\"padding-left: 30px;\"><strong><span class=\"fontstyle1\">Discipline save DC </span></strong><span class=\"fontstyle0\"><strong>=</strong> 8 + your proficiency bonus + your Intelligence modifier<br /></span><strong><span class=\"fontstyle1\">Discipline attack modifier </span></strong><span class=\"fontstyle0\"><strong>=</strong> your proficiency bonus + your Intelligence modifier<br /></span></p><h2><span class=\"fontstyle0\">Mystic Order<br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you choose a Mystic Order: the Order of the Awakened or the Order of the Immortal, both detailed at the end of the class description. Each order specializes in a particular approach topsionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 8th level.<br /></span></p><h2><span class=\"fontstyle0\">Mystical Recovery<br /></span></h2><p><span class=\"fontstyle0\">Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.<br />Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.</span></p><h2><span class=\"fontstyle0\">Ability Score Improvement<br /></span></h2><p><span class=\"fontstyle0\">When you reach 4th level, and again at 8th level,&nbsp;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&rsquo;t increase an ability score above 20 using this feature.<br /></span></p><h2><span class=\"fontstyle0\">Strength of Mind<br /></span></h2><p><span class=\"fontstyle0\">Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.<br />Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Consumptive Power<br /></span></h2><p><span class=\"fontstyle0\">At 10th level, you gain the ability to sacrifice your health in exchange for psychic power. As a bonus action, you regain up to 5 psi points. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 1 for each level you have in this class. This reduction can&rsquo;t be lessened in any way.<br />Once you use this feature, you can&rsquo;t use it again until you finish a long rest, and the reduction to your hit point maximum lasts until you finish a long rest.<br /></span></p><h2><span class=\"fontstyle0\">Mystic Orders<br /></span></h2><p><span class=\"fontstyle0\">Psionics is a mysterious form of power within most D&amp;D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psychic power can achieve. Each mystic order pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics and determines the disciplines they master.<br /></span></p><h1>Psionic Disciplines</h1><p><span class=\"fontstyle0\">Psionic disciplines are the heart of a mystic&rsquo;s craft. They are the mental exercises and psychic formulae used to forge inner will into tangible effects.<br />Disciplines were each discovered by different orders and tend to reflect their creators&rsquo; ethos and specialties. However, a mystic may learn any discipline regardless of its associated order.</span></p><h3><span class=\"fontstyle0\">Using a Discipline<br /></span></h3><p><span class=\"fontstyle0\">Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.<br />The following sections go into more detail on using a discipline.<br /></span></p><h3><span class=\"fontstyle0\">Psychic Focus<br /></span></h3><p><span class=\"fontstyle0\">The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.<br /></span></p><h3><span class=\"fontstyle0\">Effect Options and Psi Points<br /></span></h3><p><span class=\"fontstyle0\">A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don&rsquo;t have enough psi points left, or the cost is above your psi limit, you can&rsquo;t use the option.<br />Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit.<br />Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn&rsquo;t state that it is used as an action, a bonus action, or a reaction, using it requires no action.</span></p><h3><span class=\"fontstyle0\">Components<br /></span></h3><p><span class=\"fontstyle0\">Disciplines don&rsquo;t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.</span></p><h3><span class=\"fontstyle0\">Duration<br /></span></h3><p><span class=\"fontstyle0\">An option in a discipline specifies how long its effect lasts.<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle7\"><strong>Instantaneous.</strong> </span><span class=\"fontstyle0\">If no duration is specified, the effect of an option is instantaneous.<br /></span><span class=\"fontstyle7\"><strong>Concentration.</strong> </span><span class=\"fontstyle0\">Some effect options require concentration. This requirement is noted with a &ldquo;C&rdquo; after the option&rsquo;s psi point cost.<br /></span></p><p><span class=\"fontstyle0\">Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can&rsquo;t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.<br /></span></p><h3><span class=\"fontstyle0\">Targets and Areas of Effect<br /></span></h3><p><span class=\"fontstyle0\">Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, &ldquo;Spellcasting,&rdquo; of the </span><span class=\"fontstyle4\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">.<br /></span></p><h3><span class=\"fontstyle0\">Saving Throws and Attack Rolls<br /></span></h3><p><span class=\"fontstyle0\">If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.<br />Some disciplines require you to make an attack roll to determine whether the discipline&rsquo;s effect hits its target. The attack roll uses your psionic ability.<br /></span></p><h3><span class=\"fontstyle0\">Combining Psionic Effects<br /></span></h3><p><span class=\"fontstyle0\">The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn&rsquo;t combine with itself if that option is used multiple times. Instead, the most potent effect&mdash;usually dependent on how many psi points were used to create the effect&mdash;applies while the durations of the effects overlap. <br />Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see &ldquo;Psionics and Magic&rdquo; earlier, as well as &ldquo;Combining Magical Effects&rdquo; in chapter 10, &ldquo;Spellcasting,&rdquo; of the </span><span class=\"fontstyle4\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">).</span></p><h2><span class=\"fontstyle0\">Psionic Talents</span></h2><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">A psionic talent is a psychic ability that requires psionic aptitude but doesn&rsquo;t drain a mystic&rsquo;s psionic energy. Talents are similar to disciplines and use the same rules, but with three important exceptions:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">You can never use your psychic focus on a talent.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">Talents don&rsquo;t require you to spend psi points to use them.<br /></span><span class=\"fontstyle3\">&bull; </span><span class=\"fontstyle0\">Talents aren&rsquo;t linked to psionic orders.<br /></span></span></p><h3><span class=\"fontstyle0\"><span class=\"fontstyle0\">Beacon<br /></span></span></h3><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action.<br /></span></span></p><h3><span class=\"fontstyle0\"><span class=\"fontstyle0\">Blade Meld<br /></span></span></h3><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.</span><br /></span></p><h2><span class=\"fontstyle0\"><span class=\"fontstyle0\">Light Step<br /></span></span></h2><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so.<br /></span></span></p><h2><span class=\"fontstyle0\"><span class=\"fontstyle0\">Mind Meld<br /></span></span></h2><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don&rsquo;t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must <br />understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can&rsquo;t communicate with an unwilling creature.<br /></span></span></p><h3><span class=\"fontstyle0\"><span class=\"fontstyle0\">Mind Thrust<br /></span></span></h3><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent&rsquo;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br /></span></span></p><h3><span class=\"fontstyle0\"><span class=\"fontstyle0\">Thought Spear<br /></span></span></h3><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent&rsquo;s damage increases by 1d8 when you <br />reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br /></span></span></p><h3><span class=\"fontstyle0\"><span class=\"fontstyle0\">Night Eyes<br /></span></span></h3><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><em>Psionic talent</em><br /></span><span class=\"fontstyle0\">As an action, you grant yourself darkvision with a range of 30 feet. This benefit lasts for 1 hour.</span></span></p>",
            "hit_die": "1d8",
            "id": 5722,
            "name": "Mystic",
            "proficiencies": "Light and Medium Armor, Simple Weapons",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Order of the Awakened</span></h1><hr /><p>Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a perfect state of being&mdash;focused on pure intellect and mental energy.</p><p><span class=\"fontstyle0\">The Awakened are skilled at bending minds and unleashing devastating psychic attacks, and are able to read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br /></span></p><h2><span class=\"fontstyle0\">Mind Mastery<br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain the </span><span class=\"fontstyle4\">mind meld </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle4\">thought spear </span><span class=\"fontstyle0\">psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.<br /></span></p><h2><span class=\"fontstyle0\">Awakened Expertise<br /></span></h2><p><span class=\"fontstyle0\">Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice.<br />In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill.<br /></span></p><h2><span class=\"fontstyle0\">Psionic Investigation<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object&rsquo;s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled.<br />You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object&rsquo;s perspective. You see and hear such events as if you were there, but can&rsquo;t use other senses.<br />Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object&rsquo;s location relative to you (its distance and direction) and to look at the object&rsquo;s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.<br /></span></p><h2><span class=\"fontstyle0\">Psychic Surge<br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, you overload your psychic focus to batter down an opponent&rsquo;s defenses. You </span><span class=\"fontstyle0\">can impose disadvantage on a target&rsquo;s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your focus immediately ends, and you can&rsquo;t use it again until you finish a short or long rest. You can&rsquo;t use this feature if you can&rsquo;t use your psychic focus.</span></p><h2><span class=\"fontstyle0\">Potent Psionics<br /></span></h2><p><span class=\"fontstyle0\">At 8th level, you can add your Intelligence modifier to the damage you deal with any psionic talent.</span></p><h2><span class=\"fontstyle0\">Disciplines</span></h2><hr /><h2>&nbsp;</h2><h3>Conquering Mind</h3><h3>&nbsp;</h3><p><span class=\"fontstyle4\"><em>Lesser discipline (awakened)</em><br /></span><span class=\"fontstyle0\">By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.<br /></span><span class=\"fontstyle7\"><strong>Exacting Query (2).</strong> </span><span class=\"fontstyle0\">As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the <br />question. On a successful save, the target is unaffected, and you can&rsquo;t use this ability on it again until you finish a long rest.<br /></span><span class=\"fontstyle7\"><strong>Occluded Mind (2).</strong> </span><span class=\"fontstyle0\">As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can&rsquo;t use this ability on it again until you <br />finish a long rest.<br /></span><span class=\"fontstyle7\"><strong>Broken Will (5).</strong> </span><span class=\"fontstyle0\">As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can&rsquo;t use this ability on that creature again until you finish a long rest.<br /></span><span class=\"fontstyle7\"><strong>Psychic Grip (7, C).</strong> </span><span class=\"fontstyle0\">As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being <br />paralyzed.<br /></span></p><h3><span class=\"fontstyle0\">Intellect Fortress<br /></span></h3><p><em><span class=\"fontstyle4\">Lesser discipline (awakened)<br /></span></em><span class=\"fontstyle0\">You forge an indomitable wall of psionic energy around your mind&mdash;one that allows you to launch reflexive counterattacks against your opponents.</span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you gain resistance to psychic damage.<br /></span><span class=\"fontstyle7\"><strong>Psychic Backlash (1).</strong> </span><span class=\"fontstyle0\">As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level (rounded up).<br /></span><span class=\"fontstyle7\"><strong>Psychic Parry (1&ndash;3).</strong> </span><span class=\"fontstyle0\">As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use </span><span class=\"fontstyle0\">this ability after rolling the die but before applying the result.<br /></span><span class=\"fontstyle7\"><strong>Psychic Redoubt (5, C).</strong> </span><span class=\"fontstyle0\">As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 feet of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br /></span></p><h3>Mind Over Emotion</h3><h3>&nbsp;</h3><p><em><span class=\"fontstyle4\">Greater discipline (awakened)<br /></span></em><span class=\"fontstyle0\">You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum bonus of +1).<br /></span><span class=\"fontstyle7\"><strong>Charming Presence (1&ndash;7).</strong> </span><span class=\"fontstyle0\">As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect. Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance. A creature engaged in combat is immune to this effect.<br /></span><span class=\"fontstyle7\"><strong>Revolting Presence (5, C).</strong> </span><span class=\"fontstyle0\">As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes. While frightened, it takes psychic damage equal to twice your mystic level if it doesn&rsquo;t end its turn at least 10 feet farther away from you than it was at the start of that turn. It can<br />then make another Intelligence saving throw at the end of the turn. On a success, this effect ends.<br /></span><span class=\"fontstyle7\"><strong>Invoke Awe (7, C).</strong> </span><span class=\"fontstyle0\">As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw. On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability. At the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends.<br /></span></p><h3><span class=\"fontstyle0\">Mind Vault<br /></span></h3><p><span class=\"fontstyle4\"><em>Lesser discipline (awakened)</em><br /></span><span class=\"fontstyle0\">Your mind forms a light but useful link to other living things within hundreds of miles. This link allows you to draw on the knowledge of others in the following ways.</span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool.<br /></span><span class=\"fontstyle7\"><strong>Borrow Expertise (2).</strong> </span><span class=\"fontstyle0\">As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.<br /></span><span class=\"fontstyle7\"><strong>Borrow Language (5).</strong> </span><span class=\"fontstyle0\">As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages.<br /></span><span class=\"fontstyle7\"><strong>Borrow Lore (7).</strong> </span><span class=\"fontstyle0\">As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. At the DM&rsquo;s option, you also learn up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it.</span></p><h3><span class=\"fontstyle0\">Psionic Restoration<br /></span></h3><p><em><span class=\"fontstyle4\">Lesser discipline (awakened)<br /></span></em><span class=\"fontstyle0\">You wield psionic energy to cure wounds and restore health to yourself and others.</span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.<br /></span><span class=\"fontstyle7\"><strong>Mend Wounds (1&ndash;7).</strong> </span><span class=\"fontstyle0\">As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend.<br /></span><span class=\"fontstyle7\"><strong>Restore Health (3).</strong> </span><span class=\"fontstyle0\">As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.<br /></span><span class=\"fontstyle7\"><strong>Restore Vigor (7).</strong> </span><span class=\"fontstyle0\">As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.<br /></span></p><h3>Third Eye</h3><h3>&nbsp;</h3><p><span class=\"fontstyle4\"><em>Lesser discipline (awakened)</em><br /></span><span class=\"fontstyle0\">This discipline can open a third eye within your mind, opening your doors of perception.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you have blindsight with a radius of 30 feet.<br /></span><span class=\"fontstyle7\"><strong>Tremorsense (1, C).</strong> </span><span class=\"fontstyle0\">As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.<br /></span><span class=\"fontstyle7\"><strong>Unwavering Eye (1, C).</strong> </span><span class=\"fontstyle0\">As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.<br /></span><span class=\"fontstyle7\"><strong>Truesight (5, C).</strong> </span><span class=\"fontstyle0\">As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.<br /></span></p>",
            "hit_die": "",
            "id": 5723,
            "name": "Mystic - Order of the Awakened",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Order of the Immortal</span></h1><hr /><p><span class=\"fontstyle0\">The Order of the Immortal strives to achieve physical perfection by augmenting the body&rsquo;s natural strength with psychic power. This order&rsquo;s goal is for its members to achieve immortality by overcoming the effects of aging through rigorous discipline and psionic perfection. To members of this order, psionic energy is a tool to augment, <br />control, and perfect the physical body.<br />Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat.<br /></span></p><h2><span class=\"fontstyle0\">Martial Order<br /></span></h2><p><span class=\"fontstyle0\">At 1st level, you gain proficiency with martial weapons, heavy armor, and shields.<br /></span></p><h2><span class=\"fontstyle0\">Psionic Resilience<br /></span></h2><p><span class=\"fontstyle0\">At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point.<br /></span></p><h2><span class=\"fontstyle0\">Surge of Health<br /></span></h2><p><span class=\"fontstyle0\">Starting at 6th level, you can draw on your psychic focus to escape death&rsquo;s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends, and you can&rsquo;t use it again until you finish a short or long rest. You can&rsquo;t use this ability if you can&rsquo;t use your psychic focus.<br /></span></p><h2><span class=\"fontstyle0\">Cutting Resonance<br /></span></h2><p><span class=\"fontstyle0\">At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8.</span></p><h2><span class=\"fontstyle0\">Disciplines</span></h2><h3><span class=\"fontstyle0\">Adaptive Body<br /></span></h3><p><span class=\"fontstyle4\"><em>Greater discipline (immortal)</em><br /></span><span class=\"fontstyle0\">You can alter your body to withstand punishing environments.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you don&rsquo;t need to eat, sleep, or breathe.<br /></span><span class=\"fontstyle7\"><strong>Energy Adaptation (5, C).</strong> </span><span class=\"fontstyle0\">As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour.<br /></span><span class=\"fontstyle7\"><strong>Energy Immunity (7, C).</strong> </span><span class=\"fontstyle0\">As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.<br /></span></p><h3><span class=\"fontstyle0\">Body of Wind<br /></span></h3><p><em><span class=\"fontstyle4\">Greater discipline (immortal)<br /></span></em><span class=\"fontstyle0\">You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you take no falling damage and ignore difficult terrain.<br /></span><span class=\"fontstyle7\"><strong>Wind Step (1&ndash;7).</strong> </span><span class=\"fontstyle0\">As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.</span><span class=\"fontstyle6\"><br /></span><span class=\"fontstyle7\"><strong>Wind Form (5, C).</strong> </span><span class=\"fontstyle0\">As an action, you gain a flying speed of 60 feet for 10 minutes.<br /></span><span class=\"fontstyle7\"><strong>Misty Form (7, C).</strong> </span><span class=\"fontstyle0\">As an action, your body becomes mist-like. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour.<br /></span></p><h3><span class=\"fontstyle0\">Celerity<br /></span></h3><p><span class=\"fontstyle4\"><em>Lesser discipline (immortal)</em><br /></span><span class=\"fontstyle0\">You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In your eyes, the world seems to slow down while you continue to move as normal.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks. If you are surprised, you can spend 1 psi point to no longer be surprised.<br /></span><span class=\"fontstyle7\"><strong>Seize the Initiative (1&ndash;5).</strong> </span><span class=\"fontstyle0\">When you roll initiative, you can use your reaction to give yourself or one creature you can see within 60 feet of you a +2 bonus to initiative for each psi point you spend.<br /></span><span class=\"fontstyle7\"><strong>Surge of Speed (2).</strong> </span><span class=\"fontstyle0\">As a bonus action, you increase your speed by 30 feet until the end of your turn. In addition, you don&rsquo;t provoke opportunity attacks this turn.<br /></span><span class=\"fontstyle7\"><strong>Surge of Action (5).</strong> </span><span class=\"fontstyle0\">As a bonus action, you can gain an additional action this turn. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action.</span></p><h3><span class=\"fontstyle0\">Iron Durability<br /></span></h3><p><span class=\"fontstyle4\"><em>Lesser discipline (immortal)</em><br /></span><span class=\"fontstyle0\">This discipline grants you unmatched toughness and resilience on the battlefield.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you gain a +1 bonus to AC.<br /></span><span class=\"fontstyle7\"><strong>Psionic Recovery (2).</strong> </span><span class=\"fontstyle0\">As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.<br /></span><span class=\"fontstyle7\"><strong>Iron Hide (1&ndash;3).</strong> </span><span class=\"fontstyle0\">As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack&rsquo;s result but before applying its effects.</span></p><h3><span class=\"fontstyle0\">Psionic Weapon<br /></span></h3><p><span class=\"fontstyle4\"><em>Lesser discipline (immortal)</em><br /></span><span class=\"fontstyle0\">You channel psionic energy to lend devastating power to your attacks.<br /></span></p><p><span class=\"fontstyle7\"><strong>Psychic Focus.</strong> </span><span class=\"fontstyle0\">While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Attacks you make with it are considered magical and have a +1 bonus to attack rolls and damage rolls.<br /></span><span class=\"fontstyle7\"><strong>Ethereal Weapon (1).</strong> </span><span class=\"fontstyle0\">As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack&rsquo;s normal damage and suffers any additional effects. On a successful save, the target takes half damage from the attack, but suffers no additional <br />effects that would normally be imposed on a hit.<br /></span><span class=\"fontstyle7\"><strong>Lethal Strike (1&ndash;5).</strong> </span><span class=\"fontstyle0\">When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend.<br /></span><span class=\"fontstyle7\"><strong>Augmented Weapon (5, C).</strong> </span><span class=\"fontstyle0\">As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. For up to 10 minutes, it is a magic weapon with a +3 bonus to attack rolls and damage rolls.</span></p>",
            "hit_die": "",
            "id": 5724,
            "name": "Mystic - Order of the Immortal",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Way of the Kensei</span></h1><hr /><p><span class=\"fontstyle0\">Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.<br /></span></p><h2><span class=\"fontstyle0\">Path of the Kensei<br /></span></h2><p><span class=\"fontstyle0\">When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.<br />You gain the following benefits:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you&rsquo;re proficient with it.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon&rsquo;s damage die.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.<br /></span><span class=\"fontstyle2\">&bull; </span><span class=\"fontstyle0\">If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand. <br /></span></p><h2><span class=\"fontstyle0\">One with the Blade<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.<br /></span></p><p><span class=\"fontstyle3\"><strong>Magic Weapons.</strong> </span><span class=\"fontstyle0\">Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br /></span><span class=\"fontstyle3\"><strong>Precise Strike.</strong> </span><span class=\"fontstyle0\">You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can&rsquo;t use it again until you finish a short or long rest.<br /></span></p><h2><span class=\"fontstyle0\">Sharpen the Blade<br /></span></h2><p><span class=\"fontstyle0\">At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.&nbsp;</span></p><h2><span class=\"fontstyle0\">Unerring Accuracy<br /></span></h2><p><span class=\"fontstyle0\">At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.</span> </p>",
            "hit_die": "",
            "id": 5725,
            "name": "Monk - Way of the Kensei",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><span class=\"fontstyle0\">Way of Tranquility</span></h1><hr /><p><span class=\"fontstyle0\">Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to </span><span class=\"fontstyle0\">listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled <br />in the healing arts, and can preserve their allies in the face of daunting foes.<br /></span></p><h2><span class=\"fontstyle0\">Path of Tranquility<br /></span></h2><p><span class=\"fontstyle0\">When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the </span><span class=\"fontstyle3\"><em>sanctuary</em> </span><span class=\"fontstyle0\">spell on yourself, no material component required, and it lasts up to 8 hours.<br />Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.<br />Once you cast the spell in this way, you can&rsquo;t do so again for 1 minute.<br /></span></p><h2><span class=\"fontstyle0\">Healing Hands<br /></span></h2><p><span class=\"fontstyle0\">Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical 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 monk level &times; 10.<br />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 the pool.<br />Instead of healing the creature, 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 Healing Hands, expending hit points separately for each one.<br />When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.<br />This feature has no effect on undead and constructs.<br /></span></p><h2><span class=\"fontstyle0\">Emissary of Peace<br /></span></h2><p><span class=\"fontstyle0\">At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn&rsquo;t apply if proficiency in the Deception or Intimidation skill applies to your check.<br />You also gain proficiency in the Performance or Persuasion skill (choose one).</span></p><h2><span class=\"fontstyle0\">Douse the Flames of War<br /></span></h2><p><span class=\"fontstyle0\">At 11th level, you gain the ability to temporarily extinguish a creature&rsquo;s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it&rsquo;s missing any of its hit points. If the target fails the save, it can&rsquo;t attack for 1 minute. During that time, it also can&rsquo;t cast spells that deal damage or that force someone to make a saving throw.<br />This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.<br /></span></p><h2><span class=\"fontstyle0\">Anger of a Gentle Soul<br /></span></h2><p><span class=\"fontstyle0\">At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against theaggressor until the end of your next turn. The bonus equals your monk level. Once you use this ability, you can&rsquo;t use it again until you finish a short or long rest.</span></p>",
            "hit_die": "",
            "id": 5726,
            "name": "Monk - Way of Tranquility",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Lore Mastery</h1><p>See&nbsp;<a title=\"Wizard\" href=\"http://class.com/wizard\">Wizard</a>&nbsp;for the full class description.</p><p><em>Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. &nbsp;It is the most academic of all arcane traditions. &nbsp;The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.</em></p><p><em>&nbsp; &nbsp;Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. &nbsp;The results of a spell are less interesting to them than the process that creates it. &nbsp;Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. &nbsp;Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.</em></p><h3>Lore Master</h3><p><span style=\"font-weight: 400;\">Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. &nbsp;Your&nbsp;</span>proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.</p><p>&nbsp; &nbsp;In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. &nbsp;When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).</p><h3>Spell Secrets</h3><p><span style=\"font-weight: 400;\">At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.</span></p><p><span style=\"font-weight: 400;\">&nbsp; &nbsp;When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning,&nbsp;</span>necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). &nbsp;You replace one energy type for another by altering the spell&rsquo;s formula as you cast it.</p><p>&nbsp; &nbsp;When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. &nbsp;Once you change a saving throw in this way, you can&rsquo;t do so again until you finish a short or long rest.</p><h4>Altering Spells</h4><h5><strong><span style=\"font-weight: 400;\">&nbsp; &nbsp;While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. &nbsp;If you're playing a savant, take a moment to describe how you alter your spells. &nbsp;Think of a signature change your character is particularly proud of. &nbsp;Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks your character can employ. &nbsp;For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. &nbsp;A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target's mood.</span></strong></h5><h3>Alchemical Casting</h3><p><span style=\"font-weight: 400;\">At 6th level, you learn to augment spells in a variety of ways. &nbsp;When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. &nbsp;The effect depends on the spell slot you expend.</span></p><p>&nbsp; &nbsp;An additional 1st-level spell slot can increase the spell&rsquo;s raw force. &nbsp;If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. &nbsp;If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.</p><p>&nbsp; &nbsp;An additional 2nd-level spell slot can increase the spell&rsquo;s range. &nbsp;If the spell&rsquo;s range is at least 30 feet, it becomes 1 mile.</p><p>&nbsp; &nbsp;An additional 3rd-level spell slot can increase the spell&rsquo;s potency. Increase the spell&rsquo;s save DC by 2.</p><h3>Prodigious Memory</h3><p>At 10th level, you have attained a greater mastery of spell preparation. &nbsp;As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. &nbsp;You can&rsquo;t use this feature again until you finish a short or long rest.</p><h3>Master of Magic</h3><p><span style=\"font-weight: 400;\">At 14th level, your knowledge of magic allows you to duplicate almost any spell. &nbsp;As a bonus action, you can call to mind the ability to cast one spell of your choice from any class&rsquo;s spell list. &nbsp;The spell must be of a level for which you have spell slots, you mustn&rsquo;t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. &nbsp;If the spell isn&rsquo;t a wizard spell, it counts as a wizard spell when you cast it. &nbsp;The ability to cast the spell vanishes from your&nbsp;</span>mind when you cast it or when the current turn ends.</p><p>&nbsp; You can&rsquo;t use this feature again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 5924,
            "name": "Wizard - Lore Mastery",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Hexblade</h1><p>See&nbsp;<a title=\"Warlock\" href=\"http://class.com/warlock\">Warlock</a>&nbsp;for the full class description.</p><p><em>You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. &nbsp;The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. &nbsp;These weapons grow stronger as they consume the life essence of their victims. &nbsp;The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. &nbsp;The Raven Queen forged the first of these weapons. &nbsp;They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.</em></p><h3>Expanded Spell List</h3><p>The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. &nbsp;The following spells are added to the warlock spell list for you.</p><h4>Hexblade Expanded Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Spell Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">1st</td><td style=\"text-align: center;\"><a title=\"Shield\" href=\"http://spell.com/shield\">Shield</a>,&nbsp;<a title=\"Wrathful Smite\" href=\"http://spell.com/wrathful smite\">Wrathful Smite</a></td></tr><tr><td style=\"text-align: center;\">2nd</td><td style=\"text-align: center;\">&nbsp;<a title=\"Branding Smite\" href=\"http://spell.com/branding smite\">Branding Smite</a>,&nbsp;<a title=\"Magic Weapon\" href=\"http://spell.com/magic weapon\">Magic Weapon</a></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\">&nbsp;<a title=\"Blink\" href=\"http://spell.com/blink\">Blink</a>,&nbsp;<a title=\"Elemental Weapon\" href=\"http://spell.com/elemental weapon\">Elemental Weapon</a></td></tr><tr><td style=\"text-align: center;\">4th</td><td style=\"text-align: center;\"><a title=\"Phantasmal Killer\" href=\"http://spell.com/phantasmal killer\">Phantasmal Killer</a>, <a title=\"Staggering Smite\" href=\"http://spell.com/staggering smite\">Staggering Smite</a>&nbsp;</td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">&nbsp;<a title=\"Cone of Cold\" href=\"http://spell.com/cone of cold\">Cone of Cold</a>,&nbsp;<a title=\"Destructive Wave\" href=\"http://spell.com/destructive wave\">Destructive Wave</a></td></tr></tbody></table><p>&nbsp;</p><h3>Hex Warrior</h3><p>At 1st level, you gain proficiency with medium armor, shields, and martial weapons. &nbsp;In addition, when attacking with a melee weapon that you are proficient with and that lacks the twohanded property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.</p><h3>Hexblade's Curse</h3><p>Starting at 1st level, you gain the ability to place a baleful curse on an enemy. &nbsp;As a bonus action, choose one creature you can see within 30 feet of you. &nbsp;The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:</p><p>&bull; You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.</p><p>&bull; Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</p><p>&bull; If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.</p><p>&nbsp; &nbsp;You can&rsquo;t use this feature again until you finish a short or long rest.</p><h3>Shadow Hound</h3><p>Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. &nbsp;Most of the time, your shadow hound masquerades as your normal shadow. &nbsp;As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. &nbsp;While the shadow hound is merged in this manner, the target can&rsquo;t gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. &nbsp;The hound can&rsquo;t be seen by anyone but you and those with truesight, and it is unaffected by light. &nbsp;The target has a vague feeling of dread while the hound is present.</p><p>&nbsp; &nbsp;As a bonus action, you can command your shadow hound to return to you. &nbsp;It also automatically returns to you if you and the target are on different planes of existence, if you&rsquo;re incapacitated, or if <a title=\"Dispel Magic\" href=\"http://spell.com/dispel magic\">Dispel Magic</a>, <a title=\"Remove Curse\" href=\"http://spell.com/remove curse\">Remove Curse</a>, or similar magic is used on the target.</p><h3>Armor of Hexes</h3><p>At 10th level, your hex grows more powerful. &nbsp;If the target cursed by your Hexblade&rsquo;s Curse hits you with an attack roll, roll a d6. &nbsp;On a 4 or higher, the attack instead misses you.</p><h3>Master of Hexes</h3><p>Starting at 14th level, you can use your Hexblade&rsquo;s Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.</p><p>&nbsp;</p><h2>Hexblade Exclussive Invocations</h2><h4>Burning Hex</h4><div><em>Prerequisite: The Hexblade patron</em></div><div>&nbsp; &nbsp;As a bonus action, you cause a target cursed by your Hexblade&rsquo;s Curse to take fire damage equal to your Charisma modifier (minimum of 1).</div><h4>Chilling Hex</h4><div><em>Prerequisite: The Hexblade patron</em></div><div>&nbsp; &nbsp;As a bonus action, you cause frost to swirl around a target cursed by your Hexblade&rsquo;s Curse, dealing cold damage to each of your enemies within 5 feet of the target. &nbsp;The cold damage equals your Charisma modifier (minimum of 1).</div><h4>Curse Bringer</h4><div><em>Prerequisite: The Hexblade patron, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. &nbsp;If you reduce a target cursed by your Hexblade&rsquo;s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. &nbsp;This change doesn&rsquo;t extend the curse&rsquo;s duration.</div><div>&nbsp; &nbsp;When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature&rsquo;s speed to 0 feet until the end of your next turn.</div><h4>Relentless Hex</h4><div><em>Prerequisite: The Hexblade patron</em></div><div>&nbsp; &nbsp;Your Hexblade&rsquo;s Curse creates a temporary bond between you and your target. &nbsp;As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade&rsquo;s Curse. &nbsp;To do so, you must be able to see the target and must be within 30 feet of it.</div>",
            "hit_die": "",
            "id": 5929,
            "name": "Warlock - The Hexblade",
            "proficiencies": "Medium armor, shields, and all martial weapons",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The Raven Queen</h1><p>See&nbsp;<a title=\"Warlock\" href=\"http://class.com/warlock\">Warlock</a>&nbsp;for the full class description.</p><p><em>Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. &nbsp;The Raven Queen watches over the world, anticipating each creature&rsquo;s death and ensuring that it meets its end at the proscribed time and place. &nbsp;As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. &nbsp;Her ability to reach into the world is limited. &nbsp;Thus, she turns to mortal warlocks to serve her will. &nbsp;Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</em></p><p><em>&nbsp; &nbsp;The Raven Queen&rsquo;s followers are expected to serve her will in the world. &nbsp;She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. &nbsp;She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</em></p><h3>Expanded Spell List</h3><p>The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. &nbsp;The following spells are added to the warlock spell list for you.</p><h4>Raven Queen Expanded Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Spell Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">1st</td><td style=\"text-align: center;\"><a title=\"False Life\" href=\"http://spell.com/false life\">False Life</a>,&nbsp;<a title=\"Sanctuary\" href=\"http://spell.com/sanctuary\">Sanctuary</a></td></tr><tr><td style=\"text-align: center;\">2nd</td><td style=\"text-align: center;\">&nbsp;<a title=\"Silence\" href=\"http://spell.com/silence\">Silence</a>,&nbsp;<a title=\"Spiritual Weapon\" href=\"http://spell.com/spiritual weapon\">Spiritual Weapon</a></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\"><a title=\"Feign Death\" href=\"http://spell.com/feign death\">Feign Death</a>,&nbsp;<a title=\"Speak With Dead\" href=\"http://spell.com/speak with dead\">Speak With Dead</a></td></tr><tr><td style=\"text-align: center;\">4th</td><td style=\"text-align: center;\"><a title=\"Ice Storm\" href=\"http://spell.com/ice storm\">Ice Storm</a>,&nbsp;<a title=\"Locate Creature\" href=\"http://spell.com/locate creature\">Locate Creature</a></td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\"><a title=\"Commune\" href=\"http://spell.com/commune\">Commune</a>,&nbsp;<a title=\"Cone of Cold\" href=\"http://spell.com/cone of cold\">Cone of Cold</a></td></tr></tbody></table><p>&nbsp;</p><h3>Sentinel Raven</h3><p>Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. &nbsp;The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.</p><p>&nbsp; &nbsp;While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. &nbsp;The bonus equals your Charisma modifier. &nbsp;While perched on your shoulder, the raven can&rsquo;t be targeted by any attack or other harmful effect; only you can cast spells on it; it can&rsquo;t take damage; and it is incapacitated.</p><p>&nbsp; &nbsp;You can see through the raven&rsquo;s eyes and hear what it hears while it is within 100 feet of you.</p><p>&nbsp; &nbsp;In combat, you roll initiative for the raven and control how it acts. &nbsp;If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.</p><p>&nbsp; &nbsp;The raven doesn&rsquo;t require sleep. &nbsp;While it is within 100 feet of you, it can awaken you from sleep as a bonus action.</p><p>&nbsp; &nbsp;The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.</p><p>&nbsp; &nbsp;At the end of a short or long rest, you can call the raven back to you&mdash;no matter where it is or whether it died&mdash;and it reappears within 5 feet of you.</p><h3>Soul of the Raven</h3><p>At 6th level, you gain the ability to merge with your raven spirit. &nbsp;As a bonus action when your raven is perched on your shoulder, your body merges with your raven&rsquo;s form. &nbsp;While merged, you become Tiny, you replace your speed with the raven&rsquo;s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. &nbsp;During this time, you gain the benefits of your raven being perched on your shoulder. &nbsp;As an action, you and the raven return to normal.</p><h3>Raven's Shield</h3><p>At 10th level, the Raven Queen grants you a protective blessing. &nbsp;You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.</p><h3>Queen's Right Hand</h3><p>Starting at 14th level, you can channel the Raven Queen&rsquo;s power to slay a creature. &nbsp;You can cast <a title=\"Finger of Death\" href=\"http://spell.com/finger of death\">Finger of Death</a>. &nbsp;After you cast the spell with this feature, you can&rsquo;t do so again until you finish a long rest.</p><p>&nbsp;</p><h2>Raven Queen Exclussive Invocations</h2><h4>Chronicle of the Raven Queen</h4><div><em>Prerequisite: The Raven Queen patron,&nbsp;Pact of the Tome feature</em></div><div>&nbsp; &nbsp;You can place a corpse&rsquo;s hand or similar appendage on your Book of Shadows and ask one question aloud. &nbsp;After 1 minute, the answer appears written in blood in your book. &nbsp;The answer is provided by the dead creature&rsquo;s spirit to the best of its knowledge and is translated into a language of your choice. &nbsp;You must use this ability within 1 minute of a creature&rsquo;s death, and a given creature can only be asked one question in this manner.</div><h4>Raven Queen's Blessing</h4><div><em>Prerequisite: The Raven Queen patron,&nbsp;<a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a></em></div><div>&nbsp; &nbsp;When you score a critical hit with your <strong>Eldritch Blast</strong> cantrip, pick yourself or an ally you can see within 30 feet of you.&nbsp; The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature&rsquo;s Constitution modifier (minimum of 1 hit point).</div>",
            "hit_die": "",
            "id": 5930,
            "name": "Warlock - The Raven Queen",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Unearthed Arcana: Eldritch Invocations</h1><p>See&nbsp;<a title=\"Warlock\" href=\"http://class.com/warlock\">Warlock</a>&nbsp;for the full class description.</p><p><em>At 2nd level, a warlock gains the Eldritch Invocations feature. &nbsp;Here are new playtest options for that feature. &nbsp;Many of these new invocations are tied to a patron, allowing you to strengthen the bond between your warlock and an otherworldly patron. &nbsp;Two of the invocations are associated with the Seeker, a patron that appeared in another installment of Unearthed Arcana.</em></p><h4>Aspect of the Moon</h4><div><em>Prerequisite: <a title=\"The Archfey\" href=\"http://class.com/warlock - the archfey\">The Archfey</a>&nbsp;patron</em></div><div>You have gained the Maiden of the Moon&rsquo;s favor. &nbsp;You no longer need to sleep and can&rsquo;t be forced to sleep by any means. &nbsp;To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.</div><div><h4>Burning Hex</h4><div><em>Prerequisite: <a title=\"The Hexblade\" href=\"http://class.com/warlock - the hexblade\">The Hexblade</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;As a bonus action, you cause a target cursed by your Hexblade&rsquo;s Curse to take fire damage equal to your Charisma modifier (minimum of 1).</div></div><div><h4>Caiphon&rsquo;s Beacon</h4><div><em>Prerequisite:&nbsp;<a title=\"The Great Old One\" href=\"http://class.com/warlock - the great old one\">The Great Old One</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;The purple star Caiphon is the doom of inexperienced mariners. &nbsp;Those who use its deceptive light to guide their travels invariably come to ruin. &nbsp;You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.</div><div><h4>Chilling Hex</h4><div><em>Prerequisite: <a title=\"The Hexblade\" href=\"http://class.com/warlock - the hexblade\">The Hexblade</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;As a bonus action, you cause frost to swirl around a target cursed by your Hexblade&rsquo;s Curse, dealing cold damage to each of your enemies within 5 feet of the target. &nbsp;The cold damage equals your Charisma modifier (minimum of 1).</div><div><h4>Chronicle of the Raven Queen</h4><div><em>Prerequisite: <a title=\"The Raven Queen\" href=\"http://class.com/warlock - the raven queen\">The Raven Queen</a>&nbsp;patron,&nbsp;Pact of the Tome feature</em></div><div>&nbsp; &nbsp;You can place a corpse&rsquo;s hand or similar appendage on your Book of Shadows and ask one question aloud. &nbsp;After 1 minute, the answer appears written in blood in your book. &nbsp;The answer is provided by the dead creature&rsquo;s spirit to the best of its knowledge and is translated into a language of your choice. &nbsp;You must use this ability within 1 minute of a creature&rsquo;s death, and a given creature can only be asked one question in this manner.</div></div></div><h4>Claw of Acamar</h4><div><em>Prerequisite: &nbsp;<a title=\"The Great Old One\" href=\"http://class.com/warlock - the great old one\">The Great Old One</a> patron, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;You can create a black, lead flail using your Pact of the Blade feature. &nbsp;The flail&rsquo;s head is sculpted to resemble a pair of grasping tentacles. &nbsp;The weapon has the reach property. &nbsp;When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature&rsquo;s speed to 0 feet until the end of your next turn.</div></div><h4>Cloak of Baalzebul</h4><div><em>Prerequisite: <a title=\"The Fiend\" href=\"http://class.com/warlock - the fiend\">The Fiend</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;As a bonus action, you can conjure a swarm of buzzing flies around you. &nbsp;The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. &nbsp;In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. &nbsp;You can dismiss the swarm with another bonus action.</div><div><h4>Curse Bringer</h4><div><em>Prerequisite: <a title=\"The Hexblade\" href=\"http://class.com/warlock - the hexblade\">The Hexblade</a>&nbsp;patron, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. &nbsp;If you reduce a target cursed by your Hexblade&rsquo;s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. &nbsp;This change doesn&rsquo;t extend the curse&rsquo;s duration.</div><div>&nbsp; &nbsp;When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature&rsquo;s speed to 0 feet until the end of your next turn.</div></div><h4>Frost Lance</h4><div><em>Prerequisites: <a title=\"The Archfey\" href=\"http://class.com/warlock - the archfey\">The Archfey</a>&nbsp;patron, <a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;You draw on the gifts of the Prince of Frost to trap your enemies in ice. &nbsp;When you hit a creature with your <strong>Eldritch Blast</strong> cantrip one or more times on your turn, you can reduce that creature&rsquo;s speed by 10 feet until the end of your next turn.&nbsp;</div><div><h4>Gaze of Khirad</h4><div><em>Prerequisite: <a title=\"The Great Old One\" href=\"http://class.com/warlock - the great old one\">The Great Old One</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;You gain the piercing gaze of the blue star Khirad. &nbsp;As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. &nbsp;During that time, you perceive objects as ghostly, transparent images.</div><div><h4>Grasp of Hadar</h4><div><em>Prerequisites: <a title=\"The Great Old One\" href=\"http://class.com/warlock - the great old one\">The Great Old One</a>&nbsp;patron, <a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;Once during your turn when you hit a creature with your <strong>Eldritch Blast</strong> cantrip, you can move that creature in a straight line 10 feet closer to yourself.&nbsp;</div></div></div><div><h4>Green Lord&rsquo;s Gift</h4><div><em>Prerequisite: <a title=\"The Archfey\" href=\"http://class.com/warlock - the archfey\">The Archfey</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;The Green Lord oversees a verdant realm of everlasting summer. &nbsp;Your soul is linked to his power. &nbsp;Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.</div><div><h4>Improved Pact Weapon</h4><div><em>Prerequisite: 5th level, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;Any weapon you create using your Pact of the Blade feature is a <em>+1 weapon</em>. &nbsp;This invocation doesn&rsquo;t affect a magic weapon you transformed into your pact weapon.</div></div></div><h4>Kiss of Mephistopheles</h4><div><em>Prerequisites: <a title=\"The Fiend\" href=\"http://class.com/warlock - the fiend\">The Fiend</a>&nbsp;patron, <a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;You can channel the fires of Mephistopheles through your <em>Eldritch Blast</em><strong>.</strong> &nbsp;When you hit a creature with that cantrip, you can cast <a title=\"Fireball\" href=\"http://spell.com/fireball\">Fireball</a>&nbsp;as a bonus action using a warlock spell slot. &nbsp;However, the spell must be centered on a creature you hit with <em>Eldritch Blast</em>.&nbsp;</div><h4>Mace of Dispater</h4><div><em>Prerequisite: <a title=\"The Fiend\" href=\"http://class.com/warlock - the fiend\">The Fiend</a>&nbsp;patron,&nbsp;Pact of the Blade feature</em></div><div>&nbsp; &nbsp;When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. &nbsp;When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.</div><div><h4>Moon Bow</h4><div><em>Prerequisite: <a title=\"The Archfey\" href=\"http://class.com/warlock - the archfey\">The Archfey</a>&nbsp;patron, Pact of the </em><em>Blade feature</em></div><div>&nbsp; &nbsp;You can create a longbow using your Pact of the Blade feature. &nbsp;When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. &nbsp;You have advantage on attack rolls against lycanthropes with the bow. &nbsp;When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.</div><div><h4>Path of the Seeker</h4><div><em>Prerequisite: <a title=\"The Seeker\" href=\"http://class.com/warlock - the seeker\">The Seeker</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. &nbsp;You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.</div></div><div><h4>Raven Queen's Blessing</h4><div><em>Prerequisite: <a title=\"The Raven Queen\" href=\"http://class.com/warlock - the raven queen\">The Raven Queen</a>&nbsp;patron,&nbsp;<a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a></em></div><div>&nbsp; &nbsp;When you score a critical hit with your <strong>Eldritch Blast</strong> cantrip, pick yourself or an ally you can see within 30 feet of you.&nbsp; The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature&rsquo;s Constitution modifier (minimum of 1 hit point).</div></div><div><h4>Relentless Hex</h4><div><em>Prerequisite:&nbsp;<a title=\"The Hexblade\" href=\"http://class.com/warlock - the hexblade\">The Hexblade</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;Your Hexblade&rsquo;s Curse creates a temporary bond between you and your target. &nbsp;As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade&rsquo;s Curse. &nbsp;To do so, you must be able to see the target and must be within 30 feet of it.</div></div><h4>Sea Twins&rsquo; Gift</h4><div><em>Prerequisite:&nbsp;<a title=\"The Archfey\" href=\"http://class.com/warlock - the archfey\">The Archfey</a>&nbsp;patron</em><br />&nbsp; &nbsp;The Sea Twins rule seas in the Feywild. &nbsp;Their gift allows you to travel through water with ease. &nbsp;You can breathe underwater, and you gain a swimming speed equal to your walking speed.</div><div>&nbsp; &nbsp;You can also cast <a title=\"Water Breathing\" href=\"http://spell.com/water breathing\">Water Breathing</a>&nbsp;using a warlock spell slot. &nbsp;Once you cast it using this invocation,&nbsp;you can&rsquo;t do so again until you finish a long rest.</div><div><h4>Seeker&rsquo;s Speech</h4><div><em>Prerequisites: <a title=\"The Seeker\" href=\"http://class.com/warlock - the seeker\">The Seeker</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;Your quest for knowledge allows you to master any spoken language. &nbsp;When you complete a long rest, you can pick two languages. &nbsp;You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.</div></div><div><h4>Shroud of Ulban</h4><div><em>Prerequisite: <a title=\"The Great Old One\" href=\"http://class.com/warlock - the great old one\">The Great Old One</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. &nbsp;As an action, you can turn invisible for 1 minute. &nbsp;If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.</div><div><h4>Superior Pact Weapon</h4><div><em>Prerequisite: 9th level, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;Any weapon you create using your Pact of the Blade feature is a <em>+2 weapon</em>. &nbsp;This invocation doesn&rsquo;t affect a magic weapon you transformed into your pact weapon.</div></div></div></div><h4>Tomb of Levistus</h4><div><em>Prerequisite: <a title=\"The Fiend\" href=\"http://class.com/warlock - the fiend\">The Fiend</a>&nbsp;patron</em></div><div>&nbsp; &nbsp;As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. &nbsp;You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. &nbsp;You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. &nbsp;All of these effects end when the ice melts.</div><div>&nbsp; &nbsp;Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</div><div><h4>Ultimate Pact Weapon</h4><div><em>Prerequisite: 15th level, Pact of the Blade feature</em></div><div>&nbsp; &nbsp;Any weapon you create using your Pact of the Blade feature is a <em>+3 weapon</em>. &nbsp;This invocation doesn&rsquo;t affect a magic weapon you transformed into your pact weapon.</div></div>",
            "hit_die": "",
            "id": 5939,
            "name": "Warlock - UA Eldritch Invocations",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>War Magic</h1><p>See&nbsp;<a title=\"Wizard\" href=\"http://class.com/wizard\">Wizard</a>&nbsp;for the full class description.</p><p><em>A variety of arcane colleges specialize in training wizards for war. &nbsp;The tradition of War Magic blends principles of evocation and abjuration. &nbsp;It teaches techniques that empower a caster&rsquo;s spells, while also providing methods for a wizard to bolster their own defenses.</em></p><p><em>&nbsp; &nbsp;Followers of this tradition are known as war mages. &nbsp;They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. &nbsp;War mages strike fast in battle, using their spells to seize tactical control of a situation. &nbsp;Their spells strike hard, while their defensive skills foil their opponents&rsquo; attempts to counterattack.</em></p><h3>Arcane Deflection</h3><p>At 2nd level, you have learned to weave your magic to fortify yourself against harm. &nbsp;When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.</p><p>&nbsp; &nbsp;When you use this feature, you can&rsquo;t cast spells other than cantrips until the end of your next turn.</p><h3>Tactical Wit</h3><p>Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. &nbsp;You gain a bonus to your initiative rolls equal to your Intelligence modifier.</p><h3>Power Surge</h3><p>Starting at 6th level, you can empower your spells that unleash harm on groups of foes. &nbsp;When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell&rsquo;s damage by rolling two more of its damage dice. &nbsp;This increase occurs only on the turn you cast the spell.</p><p>&nbsp; &nbsp;Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h3>Durable Magic</h3><p>Beginning at 10th level, the magic you channel helps ward off harm. &nbsp;While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.</p><h3>Deflecting Shroud</h3><p>At 14th level, your Arcane Deflection becomes infused with deadly magic. &nbsp;When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level.</p>",
            "hit_die": "",
            "id": 6426,
            "name": "Wizard - War Magic",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Oath of Redemption</h1><p>See&nbsp;<a title=\"Paladin\" href=\"http://class.com/paladin\">Paladin</a>&nbsp;for the full class description.</p><p><em>The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. &nbsp;Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. &nbsp;These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. &nbsp;Paladins who follow this path are known as redeemers.</em></p><p><em>&nbsp; &nbsp;While redeemers are idealists, they are no fools. &nbsp;Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. &nbsp;Against such foes, the paladins bring the full wrath of their weapons and spells to bear. &nbsp;Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.</em></p><h3><span style=\"color: #000000;\">Tenets of Redemption</span></h3><p>The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.</p><p><em><strong>Peace.</strong></em> &nbsp;&nbsp;Violence is a weapon of last resort. &nbsp;Diplomacy and understanding are the paths to long-lasting peace.</p><p><em><strong>Innocence.</strong></em> &nbsp;&nbsp;All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. &nbsp;By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.</p><p><em><strong>Patience.</strong></em> &nbsp;&nbsp;Change takes time. &nbsp;Those who have walked the path of the wicked must be given reminders to keep them honest and true. &nbsp;Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.</p><p><em><strong>Wisdom.</strong></em> &nbsp;&nbsp;Your heart and mind must stay clear, for eventually you will be forced to admit defeat. &nbsp;While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. &nbsp;Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.</p><h3>Redemption&nbsp;Spells</h3><p>You gain oath spells at the paladin levels listed.</p><h4>Oath of Redemption&nbsp;Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Paladin Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\"><a title=\"Shield\" href=\"http://spell.com/shield\">Shield</a>,&nbsp;<a title=\"Sleep\" href=\"http://spell.com/sleep\">Sleep</a></td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">&nbsp;<a title=\"Hold Person\" href=\"http://spell.com/hold person\">Hold Person</a>,&nbsp;<a title=\"Ray of Enfeeblement\" href=\"http://spell.com/ray of enfeeblement\">Ray of Enfeeblement</a></td></tr><tr><td style=\"text-align: center;\">9th</td><td style=\"text-align: center;\"><a title=\"Counterspell\" href=\"http://spell.com/counterspell\">Counterspell</a>,&nbsp;<a title=\"Hypnotic Pattern\" href=\"http://spell.com/hypnotic pattern\">Hypnotic Pattern</a></td></tr><tr><td style=\"text-align: center;\">13th</td><td style=\"text-align: center;\"><a title=\"Otiluke&rsquo;s Resilient Sphere\" href=\"http://spell.com/resilient sphere\">Otiluke&rsquo;s Resilient Sphere</a>,&nbsp;<a title=\"Stoneskin\" href=\"http://spell.com/stoneskin\">Stoneskin</a></td></tr><tr><td style=\"text-align: center;\">17th</td><td style=\"text-align: center;\"><a title=\"Hold Monster\" href=\"http://spell.com/hold monster\">Hold Monster</a>,&nbsp;<a title=\"Wall of Force\" href=\"http://spell.com/wall of force\">Wall of Force</a></td></tr></tbody></table><h3><br />Armor of Peace</h3><p>Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. &nbsp;While you aren&rsquo;t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.</p><h3>Warrior of Reconciliation</h3><p>At 3rd level, you foreswear the weapons of war in favor of simple tools. &nbsp;While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature&rsquo;s life. &nbsp;Instead of falling unconscious, the creature is charmed by you for 1 minute. &nbsp;During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. &nbsp;You can&rsquo;t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. &nbsp;This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. &nbsp;When the effect ends, the creature falls unconscious if it still has 0 hit points.</p><h3>Channel Divinity</h3><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p><p><em><strong>Emissary of Peace.</strong></em>&nbsp; &nbsp;You can use your Channel Divinity to augment your presence with divine power. &nbsp;As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.</p><p><em><strong>Rebuke the Violent.</strong></em>&nbsp; &nbsp;You can use your Channel Divinity to rebuke those who use violence. &nbsp;As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. &nbsp;On a failed save, the attacker takes radiant damage equal to the damage it just dealt. &nbsp;On a successful save, it takes half as much damage.</p><h3>Aura of the Guardian</h3><p>Starting at 7th level, you can shield your allies from harm at the cost of your own health. &nbsp;As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. &nbsp;This feature doesn&rsquo;t transfer any other effects that might accompany the damage.</p><h3>Protective Spirit</h3><p>Starting at 15th level, a holy presence mends your wounds in combat. &nbsp;You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren&rsquo;t incapacitated.</p><h3>Emissary of Redemption</h3><p>At 20th level, you become an avatar of peace, which gives you two benefits:</p><p>&bull; You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).</p><p>&bull; Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.</p><p>If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6428,
            "name": "Paladin - Oath of Redemption",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Way of the Drunken Master</h1><p>See&nbsp;<a title=\"Monk\" href=\"http://class.com/monk\">Monk</a>&nbsp;for the full class description.</p><p><em>The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. &nbsp;A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. &nbsp;The drunken master&rsquo;s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. &nbsp;Cunning warriors can see through the drunken master&rsquo;s apparent incompetence to recognize the masterful technique employed.</em></p><h3>Drunken Technique</h3><p>When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don&rsquo;t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. &nbsp;You also learn how to twist and turn quickly as part of your Flurry of Blows. &nbsp;Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.</p><h3>Tipsy Sway</h3><p>At 6th level, your swaying in combat becomes maddeningly unpredictable. &nbsp;As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. &nbsp;Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h3>Drunkard&rsquo;s Luck</h3><p>Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. &nbsp;When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. &nbsp;You must decide to use this feature before rolling.</p><h3>Intoxicated Frenzy</h3><p>At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. &nbsp;When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.</p>",
            "hit_die": "",
            "id": 6429,
            "name": "Monk - Way of the Drunken Master",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Monster Slayer</h1><p>See&nbsp;<a title=\"Ranger\" href=\"http://class.com/ranger\">Ranger</a>&nbsp;or&nbsp;<a title=\"Ranger (Revised)\" href=\"http://class.com/ranger (revised)\">Ranger (Revised)</a>&nbsp;for the full class description.</p><p><em>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. &nbsp;Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</em></p><h3>Slayer&rsquo;s Mysticism</h3><p>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. &nbsp;The spell counts as a ranger spell for you but doesn&rsquo;t count against the number of ranger spells you know.</p><h4>Slayer&nbsp;Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Ranger&nbsp;Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\"><a title=\"Protection From Evil and Good\" href=\"http://spell.com/protection from evil/good\">Protection From Evil and Good</a></td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">&nbsp;<a title=\"Zone of Truth\" href=\"http://spell.com/zone of truth\">Zone of Truth</a></td></tr><tr><td style=\"text-align: center;\">9th</td><td style=\"text-align: center;\"><a title=\"Magic Circle\" href=\"http://spell.com/magic circle\">Magic Circle</a></td></tr><tr><td style=\"text-align: center;\">13th</td><td style=\"text-align: center;\"><a title=\"Banishment\" href=\"http://spell.com/banishment\">Banishment</a></td></tr><tr><td style=\"text-align: center;\">17th</td><td style=\"text-align: center;\"><a title=\"Planar Binding\" href=\"http://spell.com/planar binding\">Planar Binding</a></td></tr></tbody></table><h3><br />Slayer&rsquo;s Eye</h3><p>Starting at 3rd level, you gain the ability to study and unravel a creature&rsquo;s defenses. &nbsp;As a bonus action, choose one creature you can see within 120 feet of you. &nbsp;You immediately learn the target&rsquo;s vulnerabilities, immunities, and resistances. &nbsp;You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. &nbsp;In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. &nbsp;This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</p><blockquote><h3>Extra Attack</h3><p>If you&rsquo;re playing the <em>Revised Ranger</em> introduced in Unearthed Arcana, you also gain the Extra Attack feature. &nbsp;Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p></blockquote><h3>Supernatural Defense</h3><p>At 7th level, you gain extra resilience against your prey&rsquo;s assaults on your mind and body. &nbsp;Whenever the target of your Slayer&rsquo;s Eye forces you to make a saving throw, add 1d6 to your roll.</p><h3>Relentless Slayer</h3><p>At 11th level, you gain the ability to foil your foe&rsquo;s ability to escape. &nbsp;Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. &nbsp;If the target of your Slayer&rsquo;s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. &nbsp;To use this ability, you must be able to see the target and need to be within 30 feet of it. &nbsp;If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</p><h3>Slayer&rsquo;s Counter</h3><p>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. &nbsp;If the target of your Slayer&rsquo;s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. &nbsp;You make this attack immediately before making the saving throw. &nbsp;If the attack hits, your save automatically succeeds, in addition to the attack&rsquo;s normal effects.</p>",
            "hit_die": "",
            "id": 6430,
            "name": "Ranger - Monster Slayer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Path of the Ancestral Guardian 2.0</h1><p>See&nbsp;<a title=\"Barbarian\" href=\"http://class.com/barbarian\">Barbarian</a>&nbsp;for the full class description.</p><p><em>Some barbarians hail from cultures that revere their ancestors.&nbsp; These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living.&nbsp; When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.</em></p><p><em>&nbsp;&nbsp; Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.&nbsp; In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors&rsquo; deeds.&nbsp; These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.</em></p><h3>Ancestral Protectors</h3><p>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage.&nbsp; These warriors distract a foe you strike and hinder its attempts to harm your companions.&nbsp; While you&rsquo;re raging, the first creature you hit with an attack on your turn becomes the target of the warriors.&nbsp; Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn&rsquo;t target you, and creatures other than you have resistance to the damage of the target&rsquo;s attacks.</p><h3>Spirit Shield</h3><p>Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies.&nbsp; If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.</p><p>&nbsp;&nbsp; When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.</p><h3>Consult the Spirits</h3><p>At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout faroff areas.&nbsp; When you do so, you cast the clairvoyance spell, without needing a spell slot.&nbsp; Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location.&nbsp; Wisdom is your spellcasting ability for the spell.</p><p>&nbsp;&nbsp; After you cast the spell in this way, you can&rsquo;t do so again until you finish a short or long rest.</p><h3>Vengeful Ancestors</h3><p>At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect.&nbsp; When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.</p>",
            "hit_die": "",
            "id": 6448,
            "name": "Barbarian - Path of the Ancestral Guardian 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>College of Swords 2.0</h1><p>See&nbsp;<a title=\"Bard\" href=\"http://class.com/bard\">Bard</a>&nbsp;for the full class description.</p><p><em>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess.&nbsp; Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats.&nbsp; Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</em></p><p><em>&nbsp;&nbsp; Their talent with weapons inspires many blades to lead double lives.&nbsp; One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail.&nbsp; Other blades strike at the wicked, bringing justice to bear against the cruel and powerful.&nbsp; Most troupes are happy to accept a blade&rsquo;s talent for the excitement it adds to a performance, but few entertainers fully trust them.</em></p><p><em>&nbsp;&nbsp; Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible.&nbsp; A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes.&nbsp; With their weapon skills and magic, these blades either take up work as enforcers for thieves&rsquo; guilds or strike out on their own as adventurers.</em></p><h3>Bonus Proficiencies</h3><p>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.&nbsp; If you&rsquo;re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.</p><h3>Fighting Style</h3><p>At 3rd level, you adopt a style of fighting as your specialty.&nbsp; Choose one of the following options.&nbsp; You can&rsquo;t take a Fighting Style option more than once, even if something in the game lets you choose again.</p><p><em><strong> Dueling.</strong></em>&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><em><strong>Two-Weapon Fighting.</strong></em>&nbsp; When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><h3>Blade Flourish</h3><p>At 3rd level, you learn to conduct impressive displays of martial prowess and speed.&nbsp; As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn.&nbsp; Whenever you use this action, you can also use one of the following Blade Flourish options as part of it.</p><p><em><strong>Defensive Flourish.</strong></em>&nbsp; You spin your weapon in circles, creating a hypnotic display.&nbsp; You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.<br /> <em><strong>Slashing Flourish.</strong></em>&nbsp; If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you.&nbsp; The damage equals the number you roll on the Bardic Inspiration die.&nbsp;</p><p><em><strong>Mobile Flourish.</strong></em>&nbsp; If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die.&nbsp; You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.</p><h3>Cunning Flourish</h3><p>Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn.&nbsp; You can, nevertheless, still use only one Blade Flourish option when you take that action.</p><h3>Master&rsquo;s Flourish</h3><p>Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.</p>",
            "hit_die": "",
            "id": 6449,
            "name": "Bard - College of Swords 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Arcane Archer&nbsp;2.0</h1><p>See&nbsp;<a title=\"Fighter\" href=\"http://class.com/fighter\">Fighter</a>&nbsp;for the full class description.</p><p><em>An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects.&nbsp; Among elves, Arcane Archers are some of their most elite warriors.&nbsp; These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements.&nbsp; Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.</em></p><h3>Magic Arrow</h3><p>When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic.&nbsp; Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls.&nbsp; The magic fades from the arrow immediately after it hits or misses its target.</p><h3>Arcane Shot</h3><p>At 3rd level, you learn to unleash special magical effects with some of your shots.&nbsp; When you gain this feature, you learn two Arcane Shot options of your choice (see the &ldquo;Arcane Shot Options&rdquo; section below).&nbsp; Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow.&nbsp; You decide to use the option when the arrow hits, unless the option doesn&rsquo;t involve an attack roll.&nbsp; You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.&nbsp; You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.&nbsp; Each option also improves when you become an 18th-level fighter.</p><h3>Arcane Archer's Lore</h3><p>At 3rd level, you learn magical theory or some of the secrets of nature&mdash;typical for practitioners of this elven martial tradition.&nbsp; You gain proficiency in either the Arcana or the Nature skill.</p><h3>Curving Shot</h3><p>At 7th level, you learn how to direct an errant arrow toward a new target.&nbsp; When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.</p><h3>Ever-Ready Shot</h3><p>Starting at 15th level, your magical archery is ever available to you when you need it most.&nbsp; If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.</p><h3>Arcane Shot Options</h3><p>The Arcane Shot feature lets you choose options for it at certain levels.&nbsp; The options are presented here in alphabetical order.&nbsp; They are all magical effects, and each one is associated with one of the schools of magic.&nbsp; If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.</p><p><em><strong>Banishing Arrow.</strong></em>&nbsp; You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.&nbsp; If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished.&nbsp; While banished in this way, its speed is 0, and it is incapacitated.&nbsp; At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.&nbsp; After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.</p><p><em><strong>Brute Bane Arrow.</strong></em>&nbsp; You weave necromantic magic into your arrow.&nbsp; If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw.&nbsp; On a failed save, the damage of the target&rsquo;s attacks is halved until the start of your next turn.&nbsp; The necrotic damage increases to 4d6 when you reach 18th level in this class.</p><p><em><strong>Bursting Arrow.</strong></em>&nbsp; You imbue your arrow with a blast of force energy drawn from the school of evocation.&nbsp; If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.&nbsp; The force damage increases to 4d6 when you reach 18th level in this class.</p><p><em><strong>Grasping Arrow.</strong></em>&nbsp; When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.&nbsp; If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting.&nbsp; The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.&nbsp; Otherwise, the brambles last for 1 minute or until you use this option again.&nbsp; The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.</p><p><em><strong>Mind-Scrambling Arrow.</strong></em>&nbsp; Your enchantment magic causes this arrow to temporarily beguile its target.&nbsp; Choose one of your allies within 30 feet of the target.&nbsp; If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can&rsquo;t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn.&nbsp; This effect ends early if the chosen ally deals any damage to the target.&nbsp; The psychic damage increases to 4d6 when you reach 18th level in this class.</p><p><em><strong>Piercing Arrow.</strong>&nbsp; </em>You use transmutation magic to give your arrow an ethereal quality.&nbsp; When you use this option, you don&rsquo;t make an attack roll for the attack.&nbsp; Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing.&nbsp; The arrow passes harmlessly through objects, ignoring cover.&nbsp; Each creature in that line must make a Dexterity saving throw.&nbsp; On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage.&nbsp; On a successful save, a target takes half as much damage.&nbsp; The piercing damage increases to 2d6 when you reach 18th level in this class.</p><p><em><strong>Seeking Arrow.</strong>&nbsp; </em>Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey.&nbsp; When you use this option, you don&rsquo;t make an attack roll for the attack.&nbsp; Instead, choose one creature you have seen in the past minute.&nbsp; The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.&nbsp; If the target is within the weapon&rsquo;s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw.&nbsp; On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target&rsquo;s current location.&nbsp; On a successful save, the target takes half as much damage, and you don&rsquo;t learn its location.&nbsp; The force damage increases to 2d6 when you reach 18th level in this class.</p><p><em><strong>Shadow Arrow.</strong></em>&nbsp; You weave illusion magic into your arrow, causing it to occlude your foe&rsquo;s vision with shadows.&nbsp; If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.&nbsp; The psychic damage increases to 4d6 when you reach 18th level in this class.</p>",
            "hit_die": "",
            "id": 6450,
            "name": "Fighter - Arcane Archer 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Way of the Kensei&nbsp;2.0</h1><p>See&nbsp;<a title=\"Monk\" href=\"http://class.com/monk\">Monk</a>&nbsp;for the full class description.</p><p><em>Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body.&nbsp; A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill.&nbsp; A sword or bow is a tool used to express the beauty and elegance of the martial arts.&nbsp; That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.</em></p><h3>Path of the Kensei</h3><p>When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.</p><p>&nbsp;&nbsp; You gain the following benefits:</p><p>&bull; Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.&nbsp; Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties.&nbsp; The longbow is also a valid choice.&nbsp; You gain proficiency with these weapons if you don&rsquo;t already have it.&nbsp; Weapons of the chosen types are monk weapons for you.&nbsp; Many of this tradition&rsquo;s features work only with your kensei weapons.&nbsp; When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon&mdash;melee or ranged&mdash;to be a kensei weapon for you, following the criteria above.</p><p>&bull; If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.&nbsp; You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren&rsquo;t incapacitated.</p><p>&bull; You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.&nbsp; When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon&rsquo;s type.&nbsp; You retain this benefit until the end of the current turn.</p><h3>One with the Blade</h3><p>At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.</p><p><em><strong>Magic Kensei Weapons.</strong></em>&nbsp; Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p><p><em><strong>Precise Strike.</strong></em>&nbsp; When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.&nbsp; You can use this feature only once on each of your turns.</p><h3>Sharpen the Blade</h3><p>At 11th level, you gain the ability to augment your weapons further with your ki.&nbsp; As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it.&nbsp; The bonus equals the number of ki points you spent.&nbsp; This bonus lasts for 1 minute or until you use this feature again.</p><h3>Unerring Accuracy</h3><p>At 17th level, your mastery of weapons grants you extraordinary accuracy.&nbsp; If you make an attack roll with a monk weapon and miss, you can reroll it.&nbsp; You can use this feature only once on each of your turns.</p>",
            "hit_die": "",
            "id": 6451,
            "name": "Monk - Way of the Kensei 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Favored Soul 3.0</h1><p>See&nbsp;<a title=\"Sorcerer\" href=\"http://class.com/sorcerer\">Sorcerer</a>&nbsp;for the full class description.</p><p><em>Sometimes, the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul.&nbsp; Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being.&nbsp; Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god&rsquo;s name.&nbsp; Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.</em></p><p><em>&nbsp;&nbsp; Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies.&nbsp; As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine.</em></p><p><em>&nbsp;&nbsp; In some cultures, only those who can claim the power of a favored soul may command religious power.&nbsp; In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.<br /></em></p><h3>Divine Magic</h3><p>Your link to the divine allows you to learn spells normally associated with the <a title=\"cleric\" href=\"http://class.com/cleric\">cleric</a> class.&nbsp; When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list.&nbsp; You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p>&nbsp;&nbsp; You also learn the&nbsp;<a title=\"Cure Wounds\" href=\"http://spell.com/cure wounds\">Cure Wounds</a> spell, which doesn&rsquo;t count against your number of sorcerer spells known.</p><h3>Favored by the Gods</h3><p>Starting at 1st level, divine power guards your destiny.&nbsp; If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.&nbsp; Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h3>Empowered Healing</h3><p>Starting at 6th level, the celestial energy coursing through you can empower your healing magic.&nbsp; Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.</p><h3>Angelic Form</h3><p>At 14th level, your divine essence causes you to undergo a minor physical transformation.&nbsp; Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.</p><p>&nbsp;&nbsp; In addition, as a bonus action, you can manifest a pair of spectral wings from your back.&nbsp; The wings last until you&rsquo;re incapacitated or you dismiss them as a bonus action.&nbsp; While the wings are present, you have a flying speed of 30 feet.</p><h3>Unearthly Recovery</h3><p>At 18th level, you gain the ability to overcome grievous injuries.&nbsp; As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p>&nbsp;&nbsp; Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6452,
            "name": "Sorcerer - Favored Soul 3.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Circle of the Shepherd 2.0</h1><p>See&nbsp;<a title=\"Druid\" href=\"http://class.com/druid\">Druid</a>&nbsp;for the full class description.</p><p><em>Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid.&nbsp; These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves.&nbsp; Shepherds, as they are known, see such creatures as their charges.&nbsp; They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. </em></p><p><em>&nbsp;&nbsp; Members of this circle become adventurers to oppose forces that threaten their charges or to&nbsp;seek knowledge and power that will help them safeguard their charges better.&nbsp; Wherever these druids go, the spirits of the wilderness are with them.<br /></em></p><h3>Speech of the Woods</h3><p>At 2nd level, you gain the ability to converse with beasts and many fey.</p><p>&nbsp;&nbsp; You learn to speak, read, and write Sylvan.&nbsp; In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions.&nbsp; Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.&nbsp; This ability doesn&rsquo;t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.</p><h3>Spirit Totem</h3><p>Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.&nbsp; As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you.&nbsp; The spirit creates an aura in a 30 - foot radius around that point.&nbsp; It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.</p><p>&nbsp;&nbsp; As a bonus action, you can move the spirit up to 60 feet to a point you can see.</p><p>&nbsp;&nbsp; The spirit persists for 1 minute.&nbsp; Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><p>&nbsp;&nbsp; The effect of the spirit&rsquo;s aura depends on the type of spirit you summon from the options below.</p><p><em><strong> Bear Spirit.</strong></em>&nbsp; The bear spirit grants you and your allies its might and endurance.&nbsp; Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level.&nbsp; In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.</p><p><em><strong>Hawk Spirit.</strong></em>&nbsp; The hawk spirit is a consummate hunter, marking your enemies with its keen sight.&nbsp; When a creature makes an attack roll against a target in the spirit&rsquo;s aura, you can use your reaction to grant advantage to that attack roll.</p><p><em><strong>Unicorn Spirit.</strong></em>&nbsp; The unicorn spirit lends its protection to those nearby.&nbsp; You and your allies gain advantage on all ability checks made to detect creatures in the spirit&rsquo;s aura.&nbsp; In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.</p><h3>Mighty Summoner</h3><p>At 6th level, you gain the ability to conjure forth powerful beasts and fey.&nbsp; Any beast or fey summoned or created by your spells gains two benefits:</p><p>&bull; The creature appears with more hit points&nbsp; than normal: 2 extra hit points per Hit Die it has.</p><p>&bull; The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.</p><h3>Guardian Spirit</h3><p>Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic.&nbsp; When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.</p><h3>Guardian Spirit</h3><p>Starting at 14th level, the nature spirits you commune with protect you when you are the most de fenseless.&nbsp; If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of <a href=\"http://spell.com/Conjure Animals\">Conjure Animals</a>&nbsp;as if it were cast with a 9th - level spell slot.&nbsp; It summons four beasts of your choice that are challenge rating 2 or lower.&nbsp; The conjured beasts appear within 20 feet of you.&nbsp; If they receive no commands from you, they protect you from harm and attack your foes.&nbsp; The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).</p><p>&nbsp;&nbsp; Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6593,
            "name": "Druid - Circle of the Shepherd 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Cavalier 2.0</h1><p>See&nbsp;<a title=\"Fighter\" href=\"http://class.com/fighter\">Fighter</a>&nbsp;for the full class description.</p><p><em>The archetypal Cavalier excels at mounted combat.&nbsp; Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner.&nbsp; Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak.&nbsp; Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.</em></p><h3>Bonus Proficiency</h3><p>When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: <a href=\"http://skill.com/animal handling\">Animal Handling</a>, <a href=\"http://skill.com/history\">History</a>, <a title=\"Insight\" href=\"http://skill.com/insight\">Insight</a>, <a href=\"http://skill.com/performance\">Performance</a>, or <a title=\"Persuasion\" href=\"http://skill.com/persuasion\">Persuasion</a>.&nbsp; Alternatively, you learn one language of your choice.</p><h3>Born to the Saddle</h3><p>Starting at 3rd level, your mastery as a rider becomes apparent.&nbsp; You have advantage on saving throws made to avoid falling off your mount.&nbsp; If you fall off your mount and descend no more than 10 feet, you can land on your feet if you&rsquo;re not incapacitated.</p><p>&nbsp;&nbsp; Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.</p><h3>Combat Superiority</h3><p>At 3rd level, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice.</p><p><span style=\"color: #000000;\"><strong>Superiority Dice.</strong></span>&nbsp; You have four superiority dice, which are d8s.&nbsp; A superiority die is expended when you use it.&nbsp; You&nbsp; regain all of your expended superiority dice when you finish a short or long rest.</p><p>&nbsp;&nbsp; You gain another superiority die at 7th level and one more at 15th level.</p><p><span style=\"color: #000000;\"><strong>Maneuvers.</strong></span>&nbsp; You spend your superiority dice on your maneuvers.&nbsp; You can use more than one maneuver per turn, but no more than one maneuver per attack.&nbsp; You know the following maneuvers:</p><p><em><strong>Control Mount.</strong></em>&nbsp;&nbsp;When you make a Wisdom (<a href=\"http://skill.com/animal handling\">Animal Handling</a>) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check.&nbsp; You can do this before or after rolling the d20, but before applying the results of the check.</p><p><em><strong>Precision Attack.</strong></em>&nbsp;&nbsp;When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll.&nbsp; You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.</p><p><em><strong>Trip Attack.</strong></em>&nbsp;&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down.&nbsp; Roll the die, and add it to the attack&rsquo;s damage roll.&nbsp; If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</p><p><em><strong>Warding Maneuver.</strong></em>&nbsp;&nbsp;If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you&rsquo;re wielding a weapon or a shield.&nbsp; Roll the die, and add the number rolled to the target&rsquo;s AC against that attack.&nbsp; If the attack still hits, the target has resistance against the attack&rsquo;s damage</p><h3>Ferocious Charger</h3><p>At 7th level, you gain additional benefits when you use your Trip Attack maneuver.&nbsp; You can expend up to two superiority dice on it, adding both dice to the damage roll.&nbsp; When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.</p><h3>Improved Combat Superiority</h3><p>At 10th level, your superiority dice turn into d10s.&nbsp; At 18th level, they turn into d12s.</p><h3>Relentless</h3><p>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.</p>",
            "hit_die": "",
            "id": 6594,
            "name": "Fighter - Cavalier 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Oath of Conquest 2.0</h1><p>See&nbsp;<a title=\"Paladin\" href=\"http://class.com/paladin\">Paladin</a>&nbsp;for the full class description.</p><p><em>The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies.&nbsp; It isn&rsquo;t enough for these paladins to establish order.&nbsp; They must crush the forces of chaos.&nbsp; Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.</em></p><p><em>&nbsp;&nbsp; Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy.&nbsp; The archdevil Bel, warlord of Avernus, counts many of these paladins &mdash; called hell knights &mdash; as his most ardent supporters.&nbsp; Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.&nbsp; These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.</em></p><h3><span style=\"color: #000000;\">Tenets of Conquest</span></h3><p>A paladin who takes this oath has the tenets of conquest seared on the upper arm.&nbsp; A hell knight&rsquo;s oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.</p><p><em><strong>Douse the Flame of Hope.</strong></em> &nbsp; It is not enough to merely defeat an enemy in battle.&nbsp; Your victory must be so overwhelming that your enemies&rsquo; will to fight is shattered forever.&nbsp; A blade can end a life.&nbsp; Fear can end an empire.</p><p><em><strong>Rule With an Iron Fist.</strong></em> &nbsp; Once you have conquered, tolerate no dissent.&nbsp; Your word is law.&nbsp; Those who obey it shall be favored.&nbsp; Those who defy it shall be punished as an example to all who might follow.</p><p><em><strong>Strength Above All.</strong></em> &nbsp; You shall rule until a stronger one arises.&nbsp; Then you must grow mightier and meet the challenge, or fall to your own ruin.</p><h3>Conquest Spells</h3><p>You gain oath spells at the paladin levels listed.</p><h4>Oath of Redemption&nbsp;Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Paladin Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\"><a title=\"Armor of Agathys\" href=\"http://spell.com/armor of agathys\">Armor of Agathys</a>,&nbsp;<a title=\"Command\" href=\"http://spell.com/command\">Command</a></td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">&nbsp;<a title=\"Hold Person\" href=\"http://spell.com/hold person\">Hold Person</a>,&nbsp;<a title=\"Spiritual Weapon\" href=\"http://spell.com/spiritual weapon\">Spiritual Weapon</a></td></tr><tr><td style=\"text-align: center;\">9th</td><td style=\"text-align: center;\"><a title=\"Bestow Curse\" href=\"http://spell.com/bestow curse\">Bestow Curse</a>,&nbsp;<a title=\"Fear\" href=\"http://spell.com/fear\">Fear</a></td></tr><tr><td style=\"text-align: center;\">13th</td><td style=\"text-align: center;\"><a title=\"Dominate Beast\" href=\"http://spell.com/dominate beast\">Dominate Beast</a>,&nbsp;<a title=\"Stoneskin\" href=\"http://spell.com/stoneskin\">Stoneskin</a></td></tr><tr><td style=\"text-align: center;\">17th</td><td style=\"text-align: center;\"><a title=\"Cloudkill\" href=\"http://spell.com/cloudkill\">Cloudkill</a>,&nbsp;<a title=\"Dominate Person\" href=\"http://spell.com/dominate person\">Dominate Person</a></td></tr></tbody></table><h3>Channel Divinity</h3><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p><p><em><strong>Conquering Presence.</strong></em>&nbsp;&nbsp; You can use your Channel Divinity to exude a terrifying presence.&nbsp; As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw.&nbsp; On a failed save, a creature becomes frightened of you for 1 minute.&nbsp; The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Guided Strike.</strong></em>&nbsp;&nbsp; You can use your Channel Divinity to strike with supernatural accuracy.&nbsp; When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll.&nbsp; You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</p><h3>Aura of the Guardian</h3><p>Starting at 7th level, you constantly emanate a menacing aura while you&rsquo;re not incapacitated.&nbsp; The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.</p><p>&nbsp;&nbsp; If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.</p><p>&nbsp;&nbsp; At 18th level, the range of this aura increases to 30 feet.</p><h3>Scornful Rebuke</h3><p>Starting at 15th level, those who dare to strike you are psychically punished for their audacity.&nbsp; Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you&rsquo;re not incapacitated.</p><h3>Invincible Conqueror</h3><p>At 20th level, you gain the ability to harness extraordinary martial prowess.&nbsp; As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:</p><p>&bull; You have resistance to all damage.</p><p>&bull; When you take the Attack action on your turn, you can make one additional attack as part of that action.</p><p>&bull; Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</p><p>&nbsp;&nbsp; Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6595,
            "name": "Paladin - Oath of Conquest 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>The&nbsp;Celestial</h1><p>See&nbsp;<a title=\"Warlock\" href=\"http://class.com/warlock\">Warlock</a>&nbsp;for the full class description. &nbsp;See&nbsp;<a href=\"http://class.com/warlock, the undying light\">Warlock, The Undying Light</a>&nbsp;for the previous version of this Unearthed Arcana archetype.</p><p><em>Your patron is a powerful being of the Upper Planes. &nbsp;You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. &nbsp;Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.</em></p><p><em>&nbsp; &nbsp;Being connected to such power can cause changes in your behavior and beliefs. &nbsp;You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. &nbsp;At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. &nbsp;But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.</em></p><h3>Expanded Spell List</h3><p>The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. &nbsp;The following spells are added to the warlock spell list for you.</p><h4>Seeker Expanded Spells</h4><table style=\"height: 138px;\" width=\"418\"><tbody><tr style=\"text-align: center;\"><td style=\"text-align: center;\"><strong>Spell Level</strong></td><td style=\"text-align: center;\"><strong>Spells</strong></td></tr><tr><td style=\"text-align: center;\">1st</td><td style=\"text-align: center;\"><a title=\"Burning Hands\" href=\"http://spell.com/burning hands\">Burning Hands</a>,&nbsp;<a title=\"Cure Wounds\" href=\"http://spell.com/cure wounds\">Cure Wounds</a></td></tr><tr><td style=\"text-align: center;\">2nd</td><td style=\"text-align: center;\">&nbsp;<a title=\"Flaming Sphere\" href=\"http://spell.com/flaming sphere\">Flaming Sphere</a>,&nbsp;<a title=\"Lesser Restoration\" href=\"http://spell.com/lesser restoration\">Lesser Restoration</a></td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\"><a title=\"Daylight\" href=\"http://spell.com/daylight\">Daylight</a>,&nbsp;<a title=\"Revivify\" href=\"http://spell.com/revivify\">Revivify</a></td></tr><tr><td style=\"text-align: center;\">4th</td><td style=\"text-align: center;\"><a title=\"Guardian of Faith\" href=\"http://spell.com/guardian of faith\">Guardian of Faith</a>,&nbsp;<a title=\"Wall of Fire\" href=\"http://spell.com/wall of fire\">Wall of Fire</a></td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\"><a title=\"Flame Strike\" href=\"http://spell.com/flame strike\">Flame Strike</a>,&nbsp;<a title=\"Greater Restoration\" href=\"http://spell.com/greater restoration\">Greater Restoration</a></td></tr></tbody></table><h3><br />Bonus Cantrips</h3><p>At 1st level, you learn the <a href=\"http://spell.com/sacred flame\">Sacred Flame</a>&nbsp;and <a href=\"http://spell.com/light\">Light</a>&nbsp;cantrips. &nbsp;They count as warlock cantrips for you, but they don&rsquo;t count against your number of cantrips known.</p><h3>Healing Light</h3><p>At 1st level, you gain the ability to channel celestial energy to heal wounds. &nbsp;You have a pool of d6s that you spend to fuel this healing. &nbsp;The number of dice in the pool equals 1 + your warlock level.</p><p>&nbsp; &nbsp;As a bonus action, you can touch a creature and heal it, spending dice from the pool. &nbsp;The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). &nbsp;Roll the dice you spend, add them together, and restore a number of hit points equal to the total.</p><p>&nbsp; &nbsp;Your pool regains all expended dice when you finish a long rest.</p><h3>Radiant Soul</h3><p>Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. &nbsp;You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.</p><h3>Celestial Resilience</h3><p>Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. &nbsp;These temporary hit points equal your warlock level + your Charisma modifier. &nbsp;Additionally, choose up to five creatures you can see at the end of the rest. &nbsp;Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.</p><h3>Searing Vengeance</h3><p>Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. &nbsp;When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. &nbsp;You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. &nbsp;Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.</p><p>&nbsp; &nbsp;Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6596,
            "name": "Warlock - The Celestial",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Unearthed Arcana: Eldritch Invocations 2.0</h1><h4>(No longer bound to Patrons)</h4><p>See&nbsp;<a title=\"Warlock\" href=\"http://class.com/warlock\">Warlock</a>&nbsp;for the full class description.</p><p><em>At 2nd level, a warlock gains the Eldritch Invocations feature. &nbsp;Here are new playtest options for that feature, in addition to those in the </em>Player&rsquo;s Handbook<em>. </em></p><p><em>&nbsp; &nbsp;If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. &nbsp;You can learn the invocation at the same time that you meet its prerequisite. &nbsp;A level prerequisite refers to your level in this class.</em></p><h4>Aspect of the Moon</h4><div><em>Prerequisite:&nbsp;Pact of the Tome feature</em></div><div>&nbsp; &nbsp;You no longer need to sleep and can&rsquo;t be forced to sleep by any means. &nbsp;To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.</div><div><h4>Cloak of&nbsp;Flies</h4></div><div><em>Prerequisite: 5th level</em></div><div>&nbsp; &nbsp;As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. &nbsp;The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. &nbsp;It lasts until you&rsquo;re incapacitated or you dismiss it with a bonus action.</div><div>&nbsp; &nbsp;The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. &nbsp;Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).</div><div>&nbsp; &nbsp;Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</div><div><h4>Curse Bringer</h4><div><em>Prerequisite:&nbsp;5th level,&nbsp;Pact of the Blade feature</em></div><div>&nbsp; &nbsp;Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot. &nbsp;If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.</div></div><h4>Frost Lance</h4><div><em>Prerequisites:&nbsp;<a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature&rsquo;s speed by 10 feet until the end of your next turn.</div><div><h4>Ghostly Gaze</h4><div><em>Prerequisite: 7th level</em></div><div>&nbsp; &nbsp;As an action, you gain the ability to see through solid objects to a range of 30 feet. &nbsp;Within that range, you have darkvision if you don&rsquo;t already have it. &nbsp;This special sight lasts until the end of the current turn. &nbsp;During that time, you perceive objects as ghostly, transparent images. &nbsp;Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</div><div><h4>Gift of the Depths</h4><div><em>Prerequisites:&nbsp;5th level</em></div><div>&nbsp; &nbsp;You can breathe underwater, and you gain a swimming speed equal to your walking speed.</div><div>&nbsp; &nbsp;You can also cast <a title=\"Water Breathing\" href=\"http://spell.com/water breathing\">Water Breathing</a>&nbsp;without expending a spell slot. &nbsp;Once you cast it using this invocation, you can&rsquo;t do so again until you finish a long rest.</div><div>&nbsp;</div><div><h4>Grasp of Hadar</h4></div><div><em>Prerequisites:&nbsp;<a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;Once during your turn when you hit a creature with your&nbsp;<strong>Eldritch Blast</strong>&nbsp;cantrip, you can move that creature in a straight line 10 feet closer to yourself.&nbsp;</div></div></div><div><h4>Improved Pact Weapon</h4><div><div><em>Prerequisite: Pact of the Blade feature</em></div><div>&nbsp; &nbsp;You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.</div><div>&nbsp; &nbsp;In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.</div></div></div><h4>Kiss of Mephistopheles</h4><div><em>Prerequisites:&nbsp;5th level,&nbsp;<a title=\"Eldritch Blast\" href=\"http://spell.com/eldritch blast\">Eldritch Blast</a>&nbsp;cantrip</em></div><div>&nbsp; &nbsp;When you hit a creature with your <em>Eldritch Blast</em>, you can cast <a title=\"Fireball\" href=\"http://spell.com/fireball\">Fireball</a>&nbsp;as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with <em>Eldritch Blast</em>.</div><h4>Maddening Hex</h4><div><em>Prerequisite: 5th level</em></div><div>&nbsp; &nbsp;As a bonus action, you cause a psychic disturbance around the target cursed by your <a href=\"http://spell.com/hex\">Hex</a>&nbsp;spell or by a warlock feature of yours, such as Hexblade&rsquo;s Curse and Sign of Ill Omen. &nbsp;When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. &nbsp;The psychic damage equals your Charisma modifier (minimum of 0 damage).</div><div><h4>Relentless Hex</h4><div><em>Prerequisite: 7th level</em></div><div>&nbsp; &nbsp;Your curse creates a temporary bond between you and your target. &nbsp;As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your <a href=\"http://spell.com/hex\">Hex</a>&nbsp;spell or by a warlock feature of yours, such as Hexblade&rsquo;s Curse and Sign of Ill Omen. &nbsp;To teleport in this way, you must be able to see the cursed target.</div><div><h4>Shroud of&nbsp;Shadow</h4></div><div><div><em>Prerequisite: 15th level</em></div><div>&nbsp; &nbsp;You can cast <a href=\"http://spell.com/invisibility\">Invisibility</a>&nbsp;at will, without expending a spell slot.</div><div><h4>Tomb of Levistus</h4></div></div></div><div><em>Prerequisite: 5th level</em></div><div>&nbsp; &nbsp;As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. &nbsp;You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. &nbsp;You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. &nbsp;All of these effects end when the ice melts.</div><div>&nbsp; &nbsp;Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</div><div><h4>Trickster's Escape</h4><div><em>Prerequisite: 7th level</em></div><div>&nbsp; &nbsp;You can cast <a href=\"http://spell.com/freedom of movement\">Freedom of Movement</a>&nbsp;once on yourself without expending a spell slot. &nbsp;You regain the ability to do so when you finish a long rest.</div></div>",
            "hit_die": "",
            "id": 6597,
            "name": "Warlock - UA Eldritch Invocations 2.0",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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 Sailor: 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;<a title=\"Sailor\" href=\"http://class.com/sailor\" target=\"_blank\">Sailor</a></b></p>",
            "hit_die": "",
            "id": 6627,
            "name": "Pirate",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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 Entertainer: 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> <a title=\"Entertainer\" href=\"http://class.com/entertainer\" target=\"_blank\">Entertainer</a></p></div>",
            "hit_die": "",
            "id": 6628,
            "name": "Gladiator",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "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 Guild Artisan: 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> <a title=\"Guild Artisan\" href=\"http://class.com/guild artisan\" target=\"_blank\">Guild Artisan</a></p></div>",
            "hit_die": "",
            "id": 6629,
            "name": "Guild Merchant",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>SHADOW MAGIC</h1><p>You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer<br />Quirks table to create a quirk for your character.</p><h2>SHADOW SORCERER QUIRKS</h2><p><strong>d6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Quirk</strong><br />1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; You are always icy cold to the touch.<br />2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; When you are asleep, you don&rsquo;t appear to breathe (though you must still breathe to survive).<br />3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; You barely bleed, even when badly injured.<br />4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Your heart beats once per minute. This event sometimes surprises you.<br />5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; You have trouble remembering that living creatures and corpses should be treated differently.<br />6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; You blinked. Once. Last week.</p><h2>SHADOW MAGIC FEATURES</h2><p><strong>Sorcerer Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />1st&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Eyes of the Dark, Strength of the Grave<br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Eyes of the Dark (darkness)<br />6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Hound of Ill Omen<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Shadow Walk<br />18th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Umbral Form</p><h2>EYES OF THE DARK</h2><p>Starting at 1st level, you have Darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the Darkness spell, which doesn&rsquo;t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by&nbsp; the spell.</p><h2>STRENGTH OF THE GRAVE</h2><p>Starting at lst level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can&rsquo;t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can&rsquo;t use this feature again until you finish a long rest.</p><h2>HOUND&nbsp;OF ILL OMEN</h2><p>At 6th level, you gain the ability to call. forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf&rsquo;s statistics (see the Monster Manual or appendix C in the Player&rsquo;s Handbook), with the&nbsp; following changes:<br />. The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.<br />- It appears with a number of temporary hit points equal to half your sorcerer level.<br />- It can move through other creatures and objects as if they were difficult terrain. The bound takes 5 force damage if it ends its turn inside an object.<br />- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.</p><p>The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks,&nbsp;but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is&nbsp;reduced to 0 hit points, or after 5 minutes.</p><h2>SHADOW WALK</h2><p>At 14th 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 magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.</p><h2>UMBRAL FORM</h2><p>Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end&nbsp;your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.</p>",
            "hit_die": "",
            "id": 6896,
            "name": "Sorcerer - Shadow Sorcery",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>DIVINE SOUL</h1><p>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to&nbsp;fight in a god&rsquo;s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.</p><h2>DIVINE SOUL FEATURES</h2><p><strong>Sorcerer Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />1st&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Divine Magic, Favored by the Gods<br />6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Empowered Healing<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Otherworldly Wings<br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Unearthly Recovery</p><h2>DIVINE MAGIC</h2><p>Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for&nbsp; you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn&rsquo;t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a Spell from the cleric spell list.</p><p><strong>Affinity&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />Good&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cure Wounds<br />Evil&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Inflict Wounds<br />Law&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Bless<br />Chaos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Bane<br />Neutrality&nbsp; &nbsp; &nbsp; &nbsp;Protection from Evil and Good</p><h2>FAVORED BY THE GODS</h2><p>Starting at 1st level, divine power guards your destiny. Ifyou fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing&nbsp;the outcome. Once you use this feature, you can&rsquo;t use it again until you finish a&nbsp; short or long rest.</p><h2>EMPOWERED HEALING</h2><p>Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.</p><h2>OTHERWORLDLY WINGS</h2><p>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet.&nbsp;The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle<br />wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</p><h2>UNEARTHLY RECOVERY</h2><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6897,
            "name": "Sorcerer - Divine Soul",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>SCOUT</h1><p>You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter- these are just a few of the roles that Scouts assume as they range the world.</p><h2>SCOUT FEATURES</h2><p><strong>Rogue Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Skirmisher, Survivalist<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Superior Mobility<br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Ambush Master<br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Sudden Strike</p><h2>SKIRMISHER</h2><p>Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn&rsquo;t provoke opportunity attacks.</p><h2>SURVIVALIST</h2><p>When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don&rsquo;t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.</p><h2>SUPERIOR MOBILITY</h2><p>At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.</p><h2>AMBUSH MASTER</h2><p>Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.</p><h2>SUDDEN STRIKE</h2><p>Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can&rsquo;t use your Sneak Attack against the same target more than once in a turn.</p>",
            "hit_die": "",
            "id": 6899,
            "name": "Rogue - Scout",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>HORIZON WALKER</h1><p>Horizon Walkers guard the world against threats that&nbsp;originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to&nbsp;the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any&nbsp;forces in the multiverse- especially benevolent dragons, fey, and elementals-that work to preserve life and the order of the planes.</p><h2>HORIZON WALKER FEATURES</h2><p><strong>Ranger Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Feature</strong></p><p>3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)<br />7th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Ethereal Step<br />11th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Distant Strike, Planar Warrior (2d8)<br />15th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Spectral Defense</p><h2>HORIZON WALKER MAGIC</h2><p>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn&rsquo;t count against the number of ranger spells you know.</p><h2>HORIZON WALKER SPELLS</h2><p><strong>Ranger Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Protection from Evil and Good<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Misty Step<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Haste<br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Banishment<br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Teleportation Circle</p><h2>DETECT PORTAL</h2><p>At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can&rsquo;t use it again until<br />you finish a short or long rest. See the &ldquo;Planar Travel&rdquo; section in chapter 2 of the Dungeon Master&rsquo;s Guide for examples of planar portals.</p><h2>PLANAR WARRIOR</h2><p>At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.</p><h2>ETHEREAL STEP</h2><p>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p><h2>DISTANT STRIKE</h2><p>At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</p><h2>SPECTRAL DEFENSE</h2><p>At 15th level, your ability to move between planes&nbsp;enables you to slip through the planar boundaries to&nbsp;lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack&rsquo;s damage on this turn.</p>",
            "hit_die": "",
            "id": 6903,
            "name": "Ranger - Horizon Walker",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>GLOOM STALKER</h1><p>Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will&nbsp;go any place Where evil lurks in the shadows.</p><h2>GLOOM STALKER FEATURES</h2><p><strong>Ranger Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Gloom Stalker Magic, Dread Ambusher,&nbsp;Umbral Sight<br />7th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Iron Mind<br />11th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Stalker&rsquo;s Flurry<br />15th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Shadowy Dodge</p><h2>GLOOM STALKER MAGIC</h2><p>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</p><h2>GLOOM STALKER SPELLS</h2><p><strong>Ranger Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Disguise Self<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Rope Trick<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Fear<br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Greater Invisibility<br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Seeming</p><h2>DREAD AMBUSHER</h2><p>At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn Of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.</p><h2>UMBRAL SIGHT</h2><p>At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.</p><h2>IRON MIND</h2><p>By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. Ifyou already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).</p><h2>STALKER&rsquo;S FLURRY</h2><p>At 11th level, you learn to attack with such unexpected&nbsp;speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.</p><h2>SHADOWY DODGE</h2><p>Starting at 15th level, you can dodge in unforeseen&nbsp;ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn&rsquo;t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.</p>",
            "hit_die": "",
            "id": 6904,
            "name": "Ranger - Gloom Stalker",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>OATH OF CONQUEST</h1><p>The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn&rsquo;t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins- called hell knights- as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.</p><h2>TENETS&nbsp;OF CONQUEST</h2><p>A paladin who takes this oath has the tenets of conquest seared on the upper arm.</p><p><strong>Douse the Flame of Hope.</strong> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming<br />that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.</p><p><strong>Rule with an Iron Fist.</strong> Once you have conquered, tolerate no dissent. Your word is law. Those who obey itshall be favored. Those who defy it shall be punished as an example to all who might follow.</p><p><strong>Strength Above All.</strong> You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.</p><h2>OATH OF CONQUEST FEATURES</h2><p><strong>Paladin Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Oath Spells, Channel Divinity<br />7th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Aura ofConquest (10 ft.)<br />15th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Scornful Rebuke<br />18th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Aura of Conquest (30 ft.)<br />20th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Invincible Conqueror</p><h2>OATH SPELLS</h2><p>You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.</p><p>OATH 0F CONQUEST SPELLS</p><p><strong>Paladin&nbsp;Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Spells</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Armor on Agathys, Command<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Hold Person, Spiritual Weapon<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Bestow Curse, Fear<br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Dominate Beast, Stoneskin<br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cloudkill, Dominate Person</p><h2>CHANNEL DIVINITY</h2><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath<br />class feature for how Channel Divinity works.</p><p><strong>Conquering Presence.</strong> You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong>Guided Strike.</strong> 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&nbsp;the roll, but before the DM says whether the attack hits or misses.</p><h2>AURA OF CONQUEST</h2><p>Starting at 7th level, you constantly emanate a menacing aura while you&rsquo;re not incapacitated. The aura extends 10 feet from you in every direction, but not through&nbsp;total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its&nbsp;turn there. At 18th level, the range of this aura increases to 30 feet.</p><h2>SCORNFUL REBUKE</h2><p>Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you&rsquo;re not incapacitated.</p><h2>INVINCIBLE CONQUEROR</h2><p>At 20th level, you gain the ability to harness extraordinary&nbsp;martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:<br />- You have resistance to all damage.<br />- When you take the Attack action on your turn, you can make one additional attack as part of that action.<br />- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</p><p>Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 6906,
            "name": "Paladin - Oath of Conquest",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Warlock Eldritch Invocations</h1><p><strong>Aspect of the Moon</strong><br><i>Prerequisite: Pact of the Tome feature</i><br/>You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.</p><p><strong>Cloak of Flies</strong><br><i>Prerequisite: Level 5</i><br/>As a bonus action, you can surround yourself with a magical aura that looks like buzzling flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.<br/>The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).<br/>Once you use this invocation, you can't use it again until you finish a short or long rest.</p><p><strong>Eldritch Smite</strong><br><i>Prerequisite: Level 5, Pact of the Blade feature</i><br/>Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target,, plus another 1d8 per level of the spell slot, and you can knock the target prone if it ir Huge or smaller.</p><p><strong>Ghostly gaze</strong><br><i>Prerequisite: Level 7</i><br/>As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.<br/><br/>Once you use this invocation, you can't use it again until you finish a short or long rest.</p><p><strong>Gift of the Depths</strong><br><i>Prerequisite: Level 5</i><br/>You can breathe underwater, and you gain a swimming speed equal to your walking speed.<br/>You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.<br/></p><p><strong>Gift of the ever-living ones</strong><br><i>Prerequisite: Pact of the Chain feature</i><br/>Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.</p><p><strong>Grasp of Hadar</strong><br><i>Prerequisite: eldritch blast cantrip</i><br/>Once each of your turns, when you hit a creature with your eldritch blast, you can move that creature 10 feet closer to you.</p><p><strong>Improved Pact Weapon</strong><br><i>Prerequisite: Pact of the Blade feature</i><br/>You can use any weapon you summon with your Pact of the Blade Feature as a spellcasting focus for your warlock spells.<br/>In addition, the weapon gains a +1 bonus to its attach and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.<br/>Finally, the weapon you can conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.</p><p><strong>Lance of Lethargy</strong><br><i>Prerequisite: eldritch blast cantrip</i><br/>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your nex turn.</p><p><strong>Maddening Hex</strong><br><i>Prerequisite: Level 5, Hex spell or a warlock feature that curses</i><br/>As a bonus action, you can cause a psychic disturbancearound the target cursed by your hex spell or by a warlock feature of yours, such as such as Hexblade's Curseor Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choicethat you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.</p><p><strong>Relentless Hex</strong><br><i>Prerequisite: Level 7, Hex spell or a warlock feature that curses</i><br/>Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as such as Hexblade's Curseor Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.</p><p><strong>Shroud of Shadow</strong><br><i>Prerequisite: Level 15</i><br/>You can cast invisibility at will, without expending a spell slot.</p><p><strong>Tomb of Levistus</strong><br><i>Prerequisite: Level 5</i><br/>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.</p><p><strong>Trickster's Escape</strong><br><i>Prerequisite: Level 7</i><br/>You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.</p><p><br /><b>Used Class:</b><div><p><a title=\"Warlock\" href=\"http://class.com/warlock\" target=\"_blank\">Warlock</a></p><div>&nbsp;</div>",
            "hit_die": "",
            "id": 6914,
            "name": "Warlock Eldritch Invocations - XGtE",
            "proficiencies": "",
            "reference": "XGtE",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2><strong>Deep Stalker Conclave</strong></h2><p>Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.</p><p><h3><strong>Underdark Scout</strong></h3>At 3rd level, you master the art of the ambush.</p><p>On your first turn during combat, you gain a + 10 bonus to your speed, and if you use the Attack action, you can make one additional attack.</p><p>You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.</p><p><h3><strong>Deep Stalker Magic</strong></h3>At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.</p><p>You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</p><h2><strong>Deep Stalker Spells</strong></h2><table style=\"border-collapse: collapse; border-color: #000000;\" border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><p><strong>Ranger Level </strong></p></td><td><p><strong>Spells</strong></p></td></tr><tr><td><p>3rd</p></td><td><p><a href=\"\\\">Disguise self</a></p></td></tr><tr><td><p>5th</p></td><td><p><a href=\"\\\">Rope trick</a></p></td></tr><tr><td><p>9th</p></td><td><p><a href=\"\\\">Glyph of warding</a></p></td></tr><tr><td><p>13th</p></td><td><p><a href=\"\\\">Greater invisibility</a></p></td></tr><tr><td><p>17th</p></td><td><p><a href=\"\\\">Seeming</a></p></td></tr></tbody></table><h3><strong>Extra Attack</strong></h3>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><h3><strong>Iron Mind</strong></h3>At 7th level, you gain proficiency in Wisdom saving throws.</p><p><h3><strong>Stalker's flurry</strong></h3>Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.</p><p><h3><strong>Stalker's Dodge</strong></h3>At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.</p>",
            "hit_die": "1d10",
            "id": 7922,
            "name": "Ranger (Revised): Deep Stalker Conclave",
            "proficiencies": "",
            "reference": "UA",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2><strong>Hunter Conclave</strong></h2><p>Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</p><p><h3><strong>Hunter's Prey</strong></h3>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.</p><p>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><p><h3><strong>Extra Attack</strong></h3>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p><h3><strong>Defensive Tactics</strong></h3>At 7th level, you gain one of the following features of your choice.</p><ul><li><p><strong>Escape the Horde: </strong>Opportunity attacks against you are made with disadvantage.</p></li><li><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></li><li><p><strong>Steel Will: </strong>You have advantage on saving throws against being frightened.</p></li></ul><h3><strong>Multiattack</strong></h3>At 11th level, you gain one of the following features of your choice.</p><ul><li><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></li><li><p><strong>Whirlwind Attack: </strong>You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.</p></li></ul><h2><strong>Superior Hunter's Defense</strong></h2><p>At 15th level, you gain one of the following features of your choice.</p><ul><li><p><strong>Evasion: </strong>When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.</p></li><li><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></li><li><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></li></ul>",
            "hit_die": "1d10",
            "id": 7923,
            "name": "Ranger (Revised): Hunter Conclave",
            "proficiencies": "",
            "reference": "UA",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2><strong>Beast Conclave</strong></h2><p>Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.</p><p><h3><strong>Animal Companion</strong></h3>At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.</p><p>With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.</p><p>You normally select you companion from among the following animals: an <strong>ape</strong>, a <strong>black bear</strong>, a <strong>boar</strong>, a <strong>giant badger</strong>, a <strong>giant weasel</strong>, a <strong>mule</strong>, a <strong>panther</strong>, or a <strong>wolf</strong>. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.</p><p>At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability.</p><p>You can have only one animal companion at a time.</p><p>If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.</p><p>If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.</p><p><h3><strong>Companion's Bond</strong></h3>Your animal companion gains a variety of benefits while it is linked to you.</p><p>The animal companion loses its Multiattack action, if it has one.</p><p>The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.</p><p>When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.</p><p><strong>Keeping Track of Proficiency</strong></p><p>When you gain your animal companion at 3rd level, its proficiency bonus matches yours at + 2. As you gain levels and increase your proficiency bonus, remember that your companion's proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.</p><p>Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.</p><p>Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.</p><p>For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.</p><p>Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.</p><p>Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, &ldquo;The ranger who travels with me is a beloved companion for whom I would gladly give my life.&rdquo;</p><p><em><strong>Why No Multiattack?</strong></em></p><p><em>Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle&mdash;a notion that doesn't mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party. So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.</em></p><p><em><strong>Expanding Companion Options</strong></em></p><p><em>Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.</em></p><p><em>Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.</em></p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Trait</strong></td></tr><tr><td style=\"text-align: center;\">1</td><td>I'm dauntless in the face of adversity.</td></tr><tr><td style=\"text-align: center;\">2</td><td>Threaten my friends, threaten me.</td></tr><tr><td style=\"text-align: center;\">3</td><td>I stay on alert so others can rest.</td></tr><tr><td style=\"text-align: center;\">4</td><td>People see an animal and underestimate me. I use that to my advantage.</td></tr><tr><td style=\"text-align: center;\">5</td><td>I have a knack for showing up in the nick of time.</td></tr><tr><td style=\"text-align: center;\">6</td><td>I put my friends' needs before my own in all things.</td></tr></tbody></table><div> </div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Flaw</strong></td></tr><tr><td style=\"text-align: center;\">1</td><td>If there's food left unattended, I'll eat it.</td></tr><tr><td style=\"text-align: center;\">2</td><td>I growl at strangers, and all people except my ranger are strangers to me.</td></tr><tr><td style=\"text-align: center;\">3</td><td>Any time is a good time for a belly rub.</td></tr><tr><td style=\"text-align: center;\">4</td><td>I'm deathly afraid of water.</td></tr><tr><td style=\"text-align: center;\">5</td><td>My idea of hello is a flurry of licks to the face.</td></tr><tr><td style=\"text-align: center;\">6</td><td>I jump on creatures to tell them how much I love them.</td></tr></tbody></table><h3><strong>Coordinated Attack</strong></h3>Beginning at 5th level, you and your animal companion form a more potent fighting team.</p><p>When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.</p><p><h3><strong>Beast's Defense</strong></h3>At 7th level, while your companion can see you, it has advantage on all saving throws.</p><p><h3><strong>Storm of Claws and fangs</strong></h3>At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.</p><p><h3><strong>Superior Beast's Defense</strong></h3>At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.</p>",
            "hit_die": "1d10",
            "id": 7924,
            "name": "Ranger (Revised): Beast Conclave",
            "proficiencies": "",
            "reference": "UA",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival",
            "full_text": "<h1><strong>Ranger (Revised). </strong></h1><p><strong>(Unearthed Arcana 2016)</strong></p><p>As a ranger, you gain the following class features.</p><p><h3>Hit Points</h3><strong>Hit Dice: </strong>1d10 per ranger level<br /><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + your Constitution modifier per ranger level after 1st</p><p><h3>Proficiencies</h3><strong>Armor: </strong>Light armor, medium armor, shields<br /><strong>Weapons: </strong>Simple weapons, martial weapons<br /><strong>Tools: </strong>None<br /><strong>Saving Throws: </strong>Strength, Dexterity<br /><strong>Skills: </strong>Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</p><p><h3>Equipment</h3>You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li><strong>(a)</strong> scale mail or <strong>(b)</strong> leather armor</li><li><strong>(a)</strong> two shortswords or <strong>(b)</strong> two simple melee weapons</li><li><strong>(a)</strong> a dungeoneer's pack or <strong>(b)</strong> an explorer's pack</li><li>A longbow and a quiver of 20 arrows</li></ul><h3>Favored Enemy</h3>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.</p><p>Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a + 2 bonus to damage rolls with weapon attacks against creatures of the chosen type.</p><p>Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p><p>When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.</p><p><h3>Natural Explorer</h3>You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:</p><ul><li>You ignore difficult terrain.</li><li>You have advantage on initiative rolls.</li><li>On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.</li></ul><p>In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:</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 tracking), 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 their exact number, their sizes, and how long ago they passed through the area.</li></ul><h3>Fighting Style</h3>At 2nd level, 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><ul><li><strong>Archery: </strong>You gain a + 2 bonus to attack rolls you make with ranged weapons.</li><li><strong>Defense: </strong>While you are wearing armor, you gain a + 1 bonus to AC.</li><li><strong>Dueling: </strong>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.</li><li><strong>Two-Weapon fighting: </strong>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</li></ul><h3>Spellcasting</h3>By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. </p><p><strong>Spell Slots</strong></p><p>The Ranger 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's level or higher. You regain all expended spell slots when you finish a long rest.</p><p>For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong></p><p>You know two 1st-level spells of your choice from the ranger spell list.</p><p>The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong></p><p>Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.</p><p>Spell save DC = 8 + your proficiency bonus + your Wisdom modifier</p><p>Spell attack modifier = your proficiency bonus + your Wisdom modifier</p><h2><strong>The Ranger</strong></h2><table style=\"border-collapse: collapse; border-color: #000000;\" border=\"1\" cellspacing=\"1\" cellpadding=\"1\"><tbody><tr><td><strong>Level</strong></td><td><strong>Proficiency Bonus</strong></td><td><strong>Features</strong></td><td><strong>Spells Known</strong></td><td><strong>1st</strong></td><td><strong>2nd</strong></td><td><strong>3rd</strong></td><td><strong>4th</strong></td><td><strong>5th</strong></td></tr><tr><td>1</td><td> + 2</td><td>Favored Enemy, Natural Explorer</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr><tr><td>2</td><td> + 2</td><td>Fighting Style, Spellcasting</td><td>2</td><td>2</td><td>-</td><td>-</td><td>-</td><td>-</td></tr><tr><td>3</td><td> + 2</td><td>Primeval Awareness, Ranger Conclave</td><td>3</td><td>3</td><td>-</td><td>-</td><td>-</td><td>-</td></tr><tr><td>4</td><td> + 2</td><td>Ability Score Improve-ment</td><td>3</td><td>3</td><td>-</td><td>-</td><td>-</td><td>-</td></tr><tr><td>5</td><td> + 3</td><td>Ranger Conclave Feature</td><td>4</td><td>4</td><td>2</td><td>-</td><td>-</td><td>-</td></tr><tr><td>6</td><td> + 3</td><td>Greater Favored Enemy</td><td>4</td><td>4</td><td>2</td><td>-</td><td>-</td><td>-</td></tr><tr><td>7</td><td> + 3</td><td>Ranger Conclave Feature</td><td>5</td><td>4</td><td>3</td><td>-</td><td>-</td><td>-</td></tr><tr><td>8</td><td> + 3</td><td>Ability Score Improve-ment, fleet of foot</td><td>5</td><td>4</td><td>3</td><td>-</td><td>-</td><td>-</td></tr><tr><td>9</td><td> + 4</td><td>----</td><td>6</td><td>4</td><td>3</td><td>2</td><td>-</td><td>-</td></tr><tr><td>10</td><td> + 4</td><td>Hide in Plain Sight</td><td>6</td><td>4</td><td>3</td><td>2</td><td>-</td><td>-</td></tr><tr><td>11</td><td> + 4</td><td>Ranger Conclave Feature</td><td>7</td><td>4</td><td>3</td><td>3</td><td>-</td><td>-</td></tr><tr><td>12</td><td> + 4</td><td>Ability Score Improve-ment</td><td>7</td><td>4</td><td>3</td><td>3</td><td>-</td><td>-</td></tr><tr><td>13</td><td> + 5</td><td>----</td><td>8</td><td>4</td><td>3</td><td>3</td><td>1</td><td>-</td></tr><tr><td>14</td><td> + 5</td><td>Vanish</td><td>8</td><td>4</td><td>3</td><td>3</td><td>1</td><td>-</td></tr><tr><td>15</td><td> + 5</td><td>Ranger Conclave Feature</td><td>9</td><td>4</td><td>3</td><td>3</td><td>2</td><td>-</td></tr><tr><td>16</td><td> + 5</td><td>Ability Score Improve-ment</td><td>9</td><td>4</td><td>3</td><td>3</td><td>2</td><td>-</td></tr><tr><td>17</td><td> + 6</td><td>----</td><td>10</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td></tr><tr><td>18</td><td> + 6</td><td>Feral Senses</td><td>10</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td></tr><tr><td>19</td><td> + 6</td><td>Ability Score Improve-ment</td><td>11</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td></tr><tr><td>20</td><td> + 6</td><td>Foe Slayer</td><td>11</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td></tr></tbody></table><h3><strong>Primeval Awareness</strong></h3>Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.</p><p>You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.</p><p>You cannot use this ability against a creature that you have attacked within the past 10 minutes.</p><p>Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.</p><p>If there are multiple groups of your favored enemies within range, you learn this information for each group.</p><p><h3><strong>Ranger Conclave</strong></h3>At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.</p><p>Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.</p><p><h3><strong>Ability Score Improvement</strong></h3>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><p><h3><strong>Greater Favored Enemy</strong></h3>At 6th level, you are ready to hunt even deadlier game.</p><p>Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to + 4.</p><p>Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.</p><p><h3><strong>Fleet of Foot</strong></h3>Beginning at 8th level, you can use the Dash action as a bonus action on your turn.</p><p><h3><strong>Hide in Plain Sight</strong></h3>Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.</p><p>When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a &minus;10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.</p><p>If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.</p><p><h3><strong>Vanish</strong></h3>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><p><h3><strong>Feral Senses</strong></h3>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.</p><p>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><p><h3><strong>Foe Slayer</strong></h3>At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.</p>",
            "hit_die": "1d10",
            "id": 7925,
            "name": "Ranger (Revised)",
            "proficiencies": "Light armor, medium armor, shields, Simple weapons, martial weapons",
            "reference": "UA",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Oketra - Solidarity Domain</h1><p>The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action. Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.</p><h3>Solidarity Domain Spells</h3><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td><a title=\"Bless\" href=\"http://spell.com/Bless\">bless</a>, <a title=\"Guiding Bolt\" href=\"http://spell.com/Guiding Bolt\">guiding bolt</a></td></tr><tr><td>3rd</td><td><a title=\"Aid\" href=\"http://spell.com/Aid\">aid</a>, <a title=\"Warding Bond\" href=\"http://spell.com/Warding Bond\">warding bond</a></td></tr><tr><td>5th</td><td><a title=\"Beacon of Hope\" href=\"http://spell.com/Beacon of Hope\">beacon of hope</a>, <a title=\"Crusader&rsquo;s Mantle\" href=\"http://spell.com/Crusader&rsquo;s Mantle\">crusader&rsquo;s mantle</a></td></tr><tr><td>7th</td><td><a title=\"Aura of Life\" href=\"http://spell.com/Aura of Life\">aura of life</a>, <a title=\"Guardian of Faith\" href=\"http://spell.com/\">guardian of faith</a></td></tr><tr><td>9th</td><td><a title=\"Circle of Power\" href=\"http://spell.com/Circle of Power\">circle of power</a>, <a title=\"Mass cure Wounds\" href=\"http://spell.com/Mass cure Wounds\">mass cure wounds</a></td></tr></tbody></table><p><strong> Bonus Profciency</strong><br />When you choose this domain at 1st level, you gain profciency with heavy armor.</p><p><strong>Solidarity&rsquo;s Action</strong><br />Also at 1st level, when you take the Help action to aid an ally&rsquo;s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifer (minimum of once). You regain expended uses when you fnish a long rest.</p><p><strong>Channel Divinity: Preserve Life</strong><br />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 fve 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&rsquo;t use this feature on an undead or a construct.</p><p><strong>Channel Divinity: Oketra&rsquo;s Blessing</strong><br />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><p><strong>Divine Strike</strong><br />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>Supreme Healing</strong><br />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>",
            "hit_die": "1d8",
            "id": 8036,
            "name": "Cleric: Oketra - Solidarity Domain",
            "proficiencies": "Heavy Armor",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Rhonas - Strength Domain</h1><p><em>The worthy shall hone a strong body that can withstand the boundless energies of the afterlife.</em></p><p>It falls to Rhonas to instill this teaching in those who would enter the afterlife&mdash;but to his mind, the words themselves don&rsquo;t matter. Strength can&rsquo;t be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by theHekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will nev er equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.</p><h3>Strength Domain Spells</h3><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>Cleric Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>1st</td><td><a title=\"Divine Favor\" href=\"http://spell.com/Divine Favor\">divine favor</a>, <a title=\"Shield of Faith\" href=\"http://spell.com/Shield of Faith\">shield of faith</a></td></tr><tr><td>3rd</td><td><a title=\"Enhance Ability\" href=\"http://spell.com/Enhance Ability\">enhance ability</a>, <a title=\"Protection from Poison\" href=\"http://spell.com/Protection from Poison\">protection from poison</a></td></tr><tr><td>5th</td><td><a title=\"Haste\" href=\"http://spell.com/Haste\">haste</a>, <a title=\"Protection from Energy\" href=\"http://spell.com/Protection from Energy\">protection from energy</a></td></tr><tr><td>7th</td><td><a title=\"Dominate Beast\" href=\"http://spell.com/Dominate Beast\">dominate beast</a>, <a title=\"Stoneskin\" href=\"http://spell.com/Stoneskin\">stoneskin</a></td></tr><tr><td>9th</td><td><a title=\"Destructive Wave\" href=\"http://spell.com/Destructive Wave\">destructive wave</a>, <a title=\"Insect Plague\" href=\"http://spell.com/Insect Plague\">insect plague</a></td></tr></tbody></table><p><strong>Acolyte of Strength</strong><br />At 1st level, you learn one druid cantrip of your choice. You also gain profciency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.</p><p><strong>Bonus Profciency</strong><br />Also at 1st level, you gain profciency with heavy armor.</p><p><strong>Channel Divinity: Feat of Strength</strong><br />At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.</p><p><strong>Channel Divinity: Rhonas&rsquo;s Blessing</strong><br />At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail.</p><p><strong>Divine Strike</strong><br />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><br />At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</p>",
            "hit_die": "1d8",
            "id": 8037,
            "name": "Cleric: Rhonas - Strength Domain",
            "proficiencies": "Heavy Armor",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Bontu - Ambition Domain</h1><p>The worthy shall strive for greatness&mdash;supremacy in life leads to supremacy in the afterlife. Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that \u00ef\u00ac\u201aower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one&rsquo;s place in the afterlife at the expense of others is not shameful, but is proof of the initiate&rsquo;s determination and drive. Nothing is more important than that drive, they suggest&mdash;not the bonds of a crop, not friendship or love. Not even devotion to a deity.</p><h3>Ambition Domain Spells</h3><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>Cleric Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>1st</td><td><em><a title=\"Bane\" href=\"http://spell.com/Bane\">bane</a>, <a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a><br /></em></td></tr><tr><td>3rd</td><td><em><a title=\"Mirror Image\" href=\"http://spell.com/Mirror Image\">mirror image</a>, <a title=\"Ray of Enfeeblement\" href=\"http://spell.com/Ray of Enfeeblement\">ray of enfeeblement</a><br /></em></td></tr><tr><td>5th</td><td><em><a title=\"Bestow Curse\" href=\"http://spell.com/Bestow Curse\">bestow curse</a>, <a title=\"Vampiric Touch\" href=\"http://spell.com/Vampiric Touch\">vampiric touch</a><br /></em></td></tr><tr><td>7th</td><td><em><a title=\"Death Ward\" href=\"http://spell.com/Death Ward\">death ward</a>, <a title=\"Dimension Door\" href=\"http://spell.com/Dimension Door\">dimension door</a><br /></em></td></tr><tr><td>9th</td><td><em><a title=\"Dominate Person\" href=\"http://spell.com/Dominate Person\">dominate person</a>, <a title=\"Modify Memory\" href=\"http://spell.com/Modify Memory\">modify memory</a><br /></em></td></tr></tbody></table><p><strong>Warding Flare</strong><br />When you choose this domain 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 \u00ef\u00ac\u201aare before the attacker before it hits or misses. An attacker that can&rsquo;t be blinded is immune to this feature.</p><p>You can use this feature a number of times equal to your Wisdom modifer (a minimum of once). You regain all expended uses when you finish a long rest.</p><p><strong>Channel Divinity: Invoke Duplicity</strong><br />Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p><p>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.</p><p>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 within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</p><p><strong>Channel Divinity: Cloak of Shadows</strong><br />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><p><strong>Potent Spellcasting</strong><br />Starting at 8th level, you add your Wisdom modifer to the damage you deal with any cleric cantrip.</p><p><strong>Improved Duplicity</strong><br />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>",
            "hit_die": "1d8",
            "id": 8038,
            "name": "Cleric: Bontu - Ambition Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Hazoret - Zeal Domain</h1><p>The worthy shall rush to the God-Pharaoh&rsquo;s side with relentless zeal, rising to overcome every obstacle in their way.</p><p>The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.</p><h3>Zeal Domain Spells</h3><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td><em><a title=\"Searing Smite\" href=\"http://spell.com/Searing Smite\">searing smite</a>, <a title=\"Thunderous Smite\" href=\"http://spell.com/Thunderous Smite\">thunderous smite</a></em></td></tr><tr><td>3rd</td><td><em><a title=\"Magic Weapon\" href=\"http://spell.com/Magic Weapon\">magic weapon</a>, <a title=\"Shatter\" href=\"http://spell.com/Shatter\">shatter</a></em></td></tr><tr><td>5th</td><td><em><a title=\"Haste\" href=\"http://spell.com/Haste\">haste</a>, <a title=\"Fireball\" href=\"http://spell.com/Fireball\">fireball</a></em></td></tr><tr><td>7th</td><td><em><a title=\"Fire Shield\" href=\"http://spell.com/Fire Shield\">fire shield</a>&nbsp;(warm shield only),&nbsp;<a title=\"Freedom of Movement\" href=\"http://spell.com/Freedom of Movement\">freedom of movement</a></em></td></tr><tr><td>9th</td><td><em><a title=\"Destructive Wave\" href=\"http://spell.com/Destructive Wave\">destructive wave</a>, <a title=\"Flame Strike\" href=\"http://spell.com/Flame Strike\">\u00ef\u00ac\u201aame strike</a></em></td></tr></tbody></table><p><strong>Bonus Profciencies</strong><br />At 1st level, you gain profciency with martial weapons and heavy armor.</p><p><strong>Priest of Zeal</strong><br />From 1st level, Hazoret 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 modifer (a minimum of once). You regain all expended uses when you finish a long rest.</p><p><strong>Channel Divinity: Consuming Fervor</strong><br />Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity. When you roll fre or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.</p><p><strong>Resounding Strike</strong><br />At 6th level, when you deal thunder 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><br />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>Blaze of Glory</strong><br />Starting at 17th level, you can delay death for an instant to perform a final heroic act.</p><p>When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon&rsquo;s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.</p><p>Once you use this feature, you can&rsquo;t use it again until you fnish a long rest.</p>",
            "hit_die": "1d8",
            "id": 8039,
            "name": "Cleric: Hazoret - Zeal Domain",
            "proficiencies": "Martial Weapons, Heavy Armor",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Inquisitor</h1><p>Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn&rsquo;s absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn&rsquo;s madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.</p><p><strong>Skill Profciencies:</strong> <a title=\"Investigation\" href=\"http://spell.com/Investigation\">Investigation</a>, <a title=\"Religion\" href=\"http://spell.com/Religion\">Religion</a>.<br /><strong>Tool Profciencies:</strong> Thieves&rsquo; tools, one set of artisan&rsquo;s tools of your choice.<br /><strong>Equipment:</strong> A holy symbol, a set of traveler&rsquo;s clothes, and a belt pouch containing 15 gp.</p><h3>Feature: Legal Authority</h3><p>As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.</p><h3>Suggested Characteristics</h3><p>Inquisitors are often driven by zeal, plagued with suspicion, and haunted by self-doubt. They are all too susceptible to human failings, and their judgment is not always divinely inspired.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d8</strong></td><td><strong>Personality Trait</strong></td></tr><tr><td>1</td><td>It will all go smoothly if everyone just does as I say.</td></tr><tr><td>2</td><td>Despair is an extravagance we can ill a\u00ef\u00ac\u20acord.</td></tr><tr><td>3</td><td>I know the writings of Saint Raban backward and forward.</td></tr><tr><td>4</td><td>I try to see the bright side in the very worst situations.</td></tr><tr><td>5</td><td>It helps me feel better when others show sympathy or appreciation for the horrors I&rsquo;ve endured.</td></tr><tr><td>6</td><td>I prefer to face evil with a strong group of friends in front of me.</td></tr><tr><td>7</td><td>I want to see the wicked burn for the evil they&rsquo;ve brought on us.</td></tr><tr><td>8</td><td>I feel the sin being purged from me as I help cleanse the world.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Ideal</strong></td></tr><tr><td>1</td><td>Honesty. The smallest deception paves the way to grievous sin. (Lawful)</td></tr><tr><td>2</td><td>Piety. Devotion to the angels and the rites of the church is all that keeps the world from destruction. (Good)</td></tr><tr><td>3</td><td>Order. The laws of Avacyn are meant to preserve the social order&mdash;everything in its proper place. (Lawful)</td></tr><tr><td>4</td><td>Humanity. Human life is to be cherished and preserved against the horrors of the night. (Good)</td></tr><tr><td>5</td><td>Knowledge. The path to holiness comes through understanding of the world. (Any)</td></tr><tr><td>6</td><td>Punishment. It is better for the innocent to su\u00ef\u00ac\u20acer than for the guilty to escape their due. (Evil)</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>Thraben is the heart of the world. The cathedral must stand even if the hinterlands are lost.</td></tr><tr><td>2</td><td>One day, I will claim vengeance against the monster that took my family from me.</td></tr><tr><td>3</td><td>My weapon is all I have to remember my beloved mentor by.</td></tr><tr><td>4</td><td>The geist of my beloved speaks to me sometimes.</td></tr><tr><td>5</td><td>My dear sibling is now a werewolf.</td></tr><tr><td>6</td><td>A small crossways chapel is my spiritual home.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>I am troubled by the wild rage and bloodlust that lurks in my own heart.</td></tr><tr><td>2</td><td>I have come to believe that I executed an innocent person.</td></tr><tr><td>3</td><td>I enjoy the prestige of my position more than service to the angels.</td></tr><tr><td>4</td><td>I drink to forget the horrors I&rsquo;ve seen.</td></tr><tr><td>5</td><td>I might have made a promise to a demon that I can&rsquo;t keep.</td></tr><tr><td>6</td><td>I&rsquo;ll do whatever grim task must be done, for my soul is already lost.</td></tr></tbody></table>",
            "hit_die": "",
            "id": 8040,
            "name": "Inquisitor",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Pyromancer</h1><p>Your innate magic manifests in fire. You are your fire, and your fire is you.</p><p><strong>Heart of Fire</strong><br />At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).</p><p><strong>Fire in the Veins</strong><br />At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.</p><p><strong>Pyromancer&rsquo;s Fury</strong><br />Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.</p><p><strong>Fiery Soul</strong><br />At 18th level, you gain immunity to fire damage. In addition, any spell or e\u00ef\u00ac\u20acect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.</p><h1>Sorcerer Base Class Features</h1><p><strong>Hit Points</strong><br />Hit Dice: 1d6 per sorcerer level<br />Hit Points at 1st Level: 6 plus your Constitution modifier<br />Hit Points at Higher Levels: 1d6 (or 4) your Constitution modifier per sorcerer level after 1st</p><p><strong>Proficiencies</strong><br />Armor: None<br />Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br />Tools: None<br />Saving Throws: Constitution, Charisma<br />Skills: Choose two from <a title=\"Arcana\" href=\"http://skill.com/Arcana\">Arcana</a>, <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>, <a title=\"Insight\" href=\"http://skill.com/Insight\">Insight</a>, <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a>, <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a>, and <a title=\"Religion\" href=\"http://skill.com/Religion\">Religion</a></p><p><strong>Equipment</strong><br />You start with the following equipment, in addition to the equipment granted by your background:</p><ul><li>(a) a light crossbow and 20 bolts or (b) any simple weapon</li><li>(a) a component pouch or (b) an arcane focus</li><li>(a) a dungeoneer's pack or (b) an explorer's pack</li><li>Two daggers</li></ul><p><strong>Spellcasting</strong><br />An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.</p><p><strong>Cantrips</strong><br />At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.</p><p><strong>Spell Slots</strong><br />The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</p><p>For example, if you know the 1st-level spell <em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">burning hands</a></em> and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong><br />You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</p><p>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.</p><p><strong>Spellcasting Ability</strong><br />Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p><p>Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />Spell attack modifier = your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong><br />You can use an arcane focus as a spellcasting focus for your sorcerer spells.</p><h1>The Sorcerer Table</h1><table border=\"1\" cellspacing=\"0\" cellpadding=\"1\"><tbody><tr><td style=\"text-align: center;\"><strong>Level</strong></td><td style=\"text-align: center;\"><strong>Prof Bonus</strong></td><td style=\"text-align: center;\"><strong>Sorcery Points</strong></td><td style=\"text-align: center;\"><strong>Features</strong></td><td style=\"text-align: center;\"><strong>Cantrips Known</strong></td><td style=\"text-align: center;\"><strong>Spells Known</strong></td><td style=\"text-align: center;\"><strong>1st</strong></td><td style=\"text-align: center;\"><strong>2nd</strong></td><td style=\"text-align: center;\"><strong>3rd</strong></td><td style=\"text-align: center;\"><strong>4th</strong></td><td style=\"text-align: center;\"><strong>5th</strong></td><td style=\"text-align: center;\"><strong>6th</strong></td><td style=\"text-align: center;\"><strong>7th</strong></td><td style=\"text-align: center;\"><strong>8th</strong></td><td style=\"text-align: center;\"><strong>9th</strong></td></tr><tr><td style=\"text-align: center;\">1st</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">Spells, Sorcerous Origin</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">2nd</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">Font of Magic</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">Metamagic</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">4th</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">Ability Score Improve-ment</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">6th</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">Sorcerous Origin feature</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">7</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">7th</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">7</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">8</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">8th</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">8</td><td style=\"text-align: center;\">Ability Score Improvement</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">9</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">9th</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">9</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">10</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">10th</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">10</td><td style=\"text-align: center;\">Metamagic</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">11</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">11th</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">11</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">12</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">12th</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">12</td><td style=\"text-align: center;\">Ability Score Improve-ment</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">12</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">13th</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">13</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">13</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">14th</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">14</td><td style=\"text-align: center;\">Sorcerous Origin feature</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">13</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">15th</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">15</td><td style=\"text-align: center;\"> </td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">14</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">16th</td><td style=\"text-align: center;\">5</td><td style=\"text-align: center;\">16</td><td style=\"text-align: center;\">Ability Score Improve-ment</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">14</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\"> </td></tr><tr><td style=\"text-align: center;\">17th</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">17</td><td style=\"text-align: center;\">Metamagic</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">15</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td></tr><tr><td style=\"text-align: center;\">18th</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">18</td><td style=\"text-align: center;\">Sorcerous Origin feature</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">15</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td></tr><tr><td style=\"text-align: center;\">19th</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">19</td><td style=\"text-align: center;\">Ability Score Improve-ment</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">15</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td></tr><tr><td style=\"text-align: center;\">20th</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">20</td><td style=\"text-align: center;\">Sorcerous Restoration</td><td style=\"text-align: center;\">6</td><td style=\"text-align: center;\">15</td><td style=\"text-align: center;\">4</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">3</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">2</td><td style=\"text-align: center;\">1</td><td style=\"text-align: center;\">1</td></tr></tbody></table><p><strong><br />Sorcerous Origin</strong><br />Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.</p><p>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</p><p><strong>Font of Magic</strong><br />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><br />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><br />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><br />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><h2>Creating Spell Slots</h2><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"text-align: center;\">Spell Slot Level</td><td style=\"text-align: center;\">Sorcery Point Cost</td></tr><tr><td style=\"text-align: center;\">1st</td><td style=\"text-align: center;\">2</td></tr><tr><td style=\"text-align: center;\">2nd</td><td style=\"text-align: center;\">3</td></tr><tr><td style=\"text-align: center;\">3rd</td><td style=\"text-align: center;\">5</td></tr><tr><td style=\"text-align: center;\">4th</td><td style=\"text-align: center;\">6</td></tr><tr><td style=\"text-align: center;\">5th</td><td style=\"text-align: center;\">7</td></tr></tbody></table><p><strong>Converting a Spell Slot to Sorcery Points</strong><br />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.</p><p><strong>Metamagic</strong><br />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.</p><p>You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</p><ul><li><span style=\"text-decoration: underline;\">Careful Spell:</span> 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.</li><li><span style=\"text-decoration: underline;\">Distant Spell:</span> 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 1 sorcery point to make the range of the spell 30 feet.</li><li><span style=\"text-decoration: underline;\">Empowered Spell:</span> 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.</li><li><span style=\"text-decoration: underline;\">Extended Spell:</span> When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</li><li>Heightened Spell: 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.</li><li><span style=\"text-decoration: underline;\">Quickened Spell:</span> 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.</li><li>Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</li><li><span style=\"text-decoration: underline;\">Twinned Spell:</span> 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).</li></ul><p><strong>Ability Score Improvement</strong><br />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><p><strong>Sorcerous Restoration</strong><br />At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.</p>",
            "hit_die": "1d6",
            "id": 8041,
            "name": "Sorcerer: Pyromancer",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Initiate</h1><p>You are an initiate, on the path to completing the trials of the fve gods in the hope of earning a glorifed death in the final Trial of Zeal. Some combination of your natural aptitude, your crop&rsquo;s needs, and your teachers&rsquo; assessment while you were an acolyte led you to focus your training in one particular area of specialization&mdash; hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.</p><p>If you are a hand-to-hand specialist, consider the barbarian, fghter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fghter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.</p><p>Skill Profciencies: <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a>, <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a><br />Tool Profciencies: One type of gaming set, vehicles (land)<br />Equipment: A simple puzzle box, a scroll containing the basic teachings of the fve gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned.</p><h3>Feature: Trials of the Five Gods</h3><p>Your life is oriented around your participation in the fve trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefts only as long as you obey the societal norms of Naktamun&mdash;training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See &ldquo;Trials of the Five Gods&rdquo; for more information about undertaking the trials and their rewards.</p><h3>Suggested Characteristics</h3><p>An initiate&rsquo;s life is focused on the trials, but it doesn&rsquo;t need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight&mdash;the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate&rsquo;s mind, but it is the culmination of a life well-lived&mdash;not a replacement for it.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d8</strong></td><td><strong>Personality Trait</strong></td></tr><tr><td>1</td><td>I always have a joke on hand when the mood gets too serious.</td></tr><tr><td>2</td><td>I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don&rsquo;t want to get attached to them.</td></tr><tr><td>3</td><td>I&rsquo;ll settle for nothing less than perfection&mdash;in myself, in my cropmates, in everything.</td></tr><tr><td>4</td><td>I&rsquo;m so focused on the glorious afterlife that nothing in this life can shake my calm resolve.</td></tr><tr><td>5</td><td>I enjoy using my skills to help those who lack those same skills.</td></tr><tr><td>6</td><td>I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I&rsquo;m not in a hurry to get there.</td></tr><tr><td>7</td><td>I&rsquo;m perfectly happy letting others pick up the slack for me while I take it easy.</td></tr><tr><td>8</td><td>I&rsquo;m constantly sizing up everyone around me, thinking about what kind of opponent they&rsquo;ll be in the final trial.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Ideal</strong></td></tr><tr><td>1</td><td>Solidarity. The thing that matters most of all is that we&rsquo;re there for each other. (Lawful)</td></tr><tr><td>2</td><td>Knowledge. The world is a puzzle&mdash;a mystery waiting to be solved. (Neutral)</td></tr><tr><td>3</td><td>Strength. All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any)</td></tr><tr><td>4</td><td>Ambition. I&rsquo;m going to prove that I deserve only the best&mdash;of everything. (Evil)</td></tr><tr><td>5</td><td>Zeal. Anything worth doing is worth throwing my whole self into. (Any)</td></tr><tr><td>6</td><td>Redemption. I will train all the harder to make up for the doubt I entertained when I was younger. (Any)</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial.</td></tr><tr><td>2</td><td>I am in love with a vizier.</td></tr><tr><td>3</td><td>I am particularly drawn to one of the fve gods, and I want nothing more than to win that god&rsquo;s particular favor.</td></tr><tr><td>4</td><td>I am more devoted to Naktamun and its people than I am to any of the ideals of the gods.</td></tr><tr><td>5</td><td>My weapon was a gift from a beloved trainer who died in an accident.</td></tr><tr><td>6</td><td>I carry a memento of my time as an acolyte, and I treasure it above all other things.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>I&rsquo;m easily distracted by an attractive person, which could be the death of me in the trials.</td></tr><tr><td>2</td><td>I really wanted to be a vizier, and I&rsquo;m angry at the god who didn&rsquo;t choose me.</td></tr><tr><td>3</td><td>Training for a lifetime to die in the end seems like a big waste of energy.</td></tr><tr><td>4</td><td>I&rsquo;m not at all sure I&rsquo;ll be able to grant a glorifed death to any of my crop-mates.</td></tr><tr><td>5</td><td>I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail.</td></tr><tr><td>6</td><td>I think I&rsquo;ve fgured out that this world is not what it seems. Something dark is going on here</td></tr></tbody></table>",
            "hit_die": "",
            "id": 8043,
            "name": "Initiate (Amonkhet)",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Vizier</h1><p>You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates&rsquo; journey, so the gods reward you with entry into the afterlife with the God-Pharaoh&rsquo;s blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god.</p><p>As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin.</p><p><strong>Skill Profciencies:</strong> <a title=\"History\" href=\"http://skill.com/History\">History</a>, <a title=\"Religion\" href=\"http://skill.com/Religion\">Religion</a><br /><strong>Tool Profciencies:</strong> One type of artisan&rsquo;s tools, one type of musical instrument<br /><strong>Equipment:</strong> A set of artisan&rsquo;s tools or a musical instrument (one of your choice), a scroll of your god&rsquo;s teachings, a vizier&rsquo;s cartouche, a set of fne clothes, and a pouch containing 25 gp</p><h3>Feature: Voice of Authority</h3><p>Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.</p><h3>Suggested Characteristics</h3><p>A vizier&rsquo;s characteristics strongly re\u00ef\u00ac\u201aect the ideals and personality of the god they serve.</p><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d10</strong></td><td><strong>Personality Trait</strong></td></tr><tr><td>1</td><td>Everything I do, I do gracefully and deliberately, and with complete confdence. (Oketra)</td></tr><tr><td>2</td><td>Nothing can shake my rock-hard focus. (Oketra)</td></tr><tr><td>3</td><td>When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet)</td></tr><tr><td>4</td><td>I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fendishly difcult puzzles. (Kefnet)</td></tr><tr><td>5</td><td>I have the utmost faith in myself and my abilities. (Rhonas)</td></tr><tr><td>6</td><td>I get restless when life in the city feels too tame, too safe. (Rhonas)</td></tr><tr><td>7</td><td>I enjoy solitude as an opportunity to plan my victory. (Bontu)</td></tr><tr><td>8</td><td>I use satire as a way to undermine the teachings of the other gods. (Bontu)</td></tr><tr><td>9</td><td>&nbsp;I love, fght, and feast with equal zeal. (Hazoret)</td></tr><tr><td>10</td><td>&nbsp;I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret)</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Ideal</strong></td></tr><tr><td>1</td><td>Solidarity. The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra)</td></tr><tr><td>2</td><td>Knowledge. The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet)</td></tr><tr><td>3</td><td>Strength. The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas)</td></tr><tr><td>4</td><td>Ambition. The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu)</td></tr><tr><td>5</td><td>Zeal. The worthy shall rush to the God-Pharaoh&rsquo;s side with relentless passion, rising to overcome every obstacle in their way. (Hazoret)</td></tr><tr><td>6</td><td>Naktamun. The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra)</td></tr><tr><td>2</td><td>The teachings of my god are more precious to me than any possession. (Kefnet)</td></tr><tr><td>3</td><td>I would do anything to defend the temple of my god from any harm or desecration. (Rhonas)</td></tr><tr><td>4</td><td>I am committed to the service of my god&mdash;because it&rsquo;s my sure ticket into the afterlife. (Bontu)</td></tr><tr><td>5</td><td>I love my god and never want my service to end. (Hazoret)</td></tr><tr><td>6</td><td>I have a close friend or lover who is also a vizier.</td></tr></tbody></table><div>&nbsp;</div><table border=\"1\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><strong>d6</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>I am in love with an initiate, and I want to shield this person from death in the trials.</td></tr><tr><td>2</td><td>I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate.</td></tr><tr><td>3</td><td>I secretly question whether the gods care at all about us or what we do.</td></tr><tr><td>4</td><td>A vizier of another god seeks my death in retribution for a past insult.</td></tr><tr><td>5</td><td>I am terrifed of what lies beyond the Gate to the Afterlife.</td></tr><tr><td>6</td><td>I secretly believe the God-Pharaoh&rsquo;s return will not bring blessing to this world.</td></tr></tbody></table>",
            "hit_die": "",
            "id": 8044,
            "name": "Vizier (Amonkhet)",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Dissenter</h1><p>Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the fve gods, some people rebel against the doctrines of the God-Pharaoh. They don&rsquo;t challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.</p><p>Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just&mdash;and can fght to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people&rsquo;s best interests in mind when he ordered their society.</p><p>A character who is identifed as a dissenter loses the beneft of the initiate&rsquo;s or vizier&rsquo;s background feature. In its place, the character gains the following feature:</p><h3>Feature: Shelter of Dissenters</h3><p>If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can fnd a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you. </p>",
            "hit_die": "",
            "id": 8045,
            "name": "Dissenter (Amonkhet)",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "background"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h3 id=\"toc0\">Agonizing Blast</h3><p><strong><em>Prerequisite:&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>&nbsp;cantrip</em></strong><br />When you cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>, add your Charisma modifier to the damage it deals on a hit.</p><h3 id=\"toc1\">Armor of Shadows</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:mage-armor\">Mage Armor</a>&nbsp;on yourself at will, without expending a spell slot or material components.</p><h3 id=\"toc2\">Ascendant Step</h3><p><strong><em>Prerequisite: 9th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:levitate\">Levitate</a>&nbsp;on yourself at will, without expending a spell slot or material components.</p><h3 id=\"toc3\">Aspect of the Moon</h3><p><strong><em>Prerequisite: Pact of the Tome feature</em></strong><br />You no longer need to sleep and can&rsquo;t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.</p><h3 id=\"toc4\">Beast Speech</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:speak-with-animals\">Speak with Animals</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc5\">Beguiling Influence</h3><p>You gain proficiency in the Deception and Persuasion skills.</p><h3 id=\"toc6\">Bewitching Whispers</h3><p><strong><em>Prerequisite: 7th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:compulsion\">Compulsion</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc7\">Book of Ancient Secrets</h3><p><strong><em>Prerequisite: Pact of the Tome feature</em></strong><br />You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from&nbsp;<a href=\"http://dnd5e.wikidot.com/spells\">any class's spell list</a>; these rituals needn&rsquo;t be from the same 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.</p><p>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><h3 id=\"toc8\">Chains of Carceri</h3><p><strong><em>Prerequisite: 15th level, Pact of the Chain feature</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:hold-monster\">Hold Monster</a>&nbsp;at will &ndash;&nbsp;targeting a celestial, fiend, or elemental &ndash; 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><h3 id=\"toc9\">Cloak of Flies</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.</p><p>The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).</p><p>Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</p><h3 id=\"toc10\">Devil's Sight</h3><p>You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p><h3 id=\"toc11\">Dreadful Word</h3><p><strong><em>Prerequisite: 7th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:confusion\">Confusion</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc12\">Eldritch Sight</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:detect-magic\">Detect Magic</a>&nbsp;at will, without expending a spell slot or material components.</p><h3 id=\"toc13\">Eldritch Smite</h3><p><strong><em>Prerequisite: 5th level, Pact of the Blade feature</em></strong><br />Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.</p><h3 id=\"toc14\">Eldritch Spear</h3><p><strong><em>Prerequisite:&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>&nbsp;cantrip</em></strong><br />When you cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>, its range is 300 feet.</p><h3 id=\"toc15\">Eyes of the Rune Keeper</h3><p>You can read all writing.</p><h3 id=\"toc16\">Fiendish Vigor</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:false-life\">False Life</a>&nbsp;on yourself at will as a 1st-level spell, without expending a spell slot or material components.</p><h3 id=\"toc17\">Gaze of Two Minds</h3><p>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><h3 id=\"toc18\">Ghostly Gaze</h3><p><strong><em>Prerequisite: 7th level</em></strong><br />As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don&rsquo;t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.</p><p>Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</p><h3 id=\"toc19\">Gift of the Depths</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />You can breathe underwater, and you gain a swimming speed equal to your walking speed.</p><p>You can also cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:water-breathing\">Water Breathing</a>&nbsp;without expending a spell slot. You regain the ability to do so when you finish a long rest.</p><h3 id=\"toc20\">Gift of the Ever-Living Ones</h3><p><strong><em>Prerequisite: Pact of the Chain feature</em></strong><br />Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.</p><h3 id=\"toc21\">Grasp of Hadar</h3><p><strong><em>Prerequisite:&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>&nbsp;cantrip</em></strong><br />Once on each of your turns when you hit a creature with your&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>, you can move that creature in a straight line 10 feet closer to yourself.</p><h3 id=\"toc22\">Improved Pact Weapon</h3><p><strong><em>Prerequisite: Pact of the Blade feature</em></strong><br />You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.</p><p>In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.</p><p>Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.</p><h3 id=\"toc23\">Lance of Lethargy</h3><p><strong><em>Prerequisite:&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>&nbsp;cantrip</em></strong><br />Once on each of your turns when you hit a creature with your&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>, you can reduce that creature&rsquo;s speed by 10 feet until the end of your next turn.</p><h3 id=\"toc24\">Lifedrinker</h3><p><strong><em>Prerequisite: 12th level, Pact of the Blade feature</em></strong><br />When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).</p><h3 id=\"toc25\">Maddening Hex</h3><p><strong><em>Prerequisite: 5th level,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:hex\">Hex</a>&nbsp;spell or a warlock feature that curses</em></strong><br />As a bonus action, you cause a psychic disturbance around the target cursed by your&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:hex\">Hex</a>&nbsp;spell or by a warlock feature of yours, such as Hexblade&rsquo;s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.</p><h3 id=\"toc26\">Mask of Many Faces</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:disguise-self\">Disguise Self</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc27\">Master of Myriad Forms</h3><p><strong><em>Prerequisite: 15th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:alter-self\">Alter Self</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc28\">Minions of Chaos</h3><p><strong><em>Prerequisite: 9th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:conjure-elemental\">Conjure Elemental</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc29\">Mire the Mind</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:slow\">Slow</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc30\">Misty Visions</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:silent-image\">Silent Image</a>&nbsp;at will, without expending a spell slot or material components.</p><h3 id=\"toc31\">One with Shadows</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />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><h3 id=\"toc32\">Otherworldly Leap</h3><p><strong><em>Prerequisite: 9th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:jump\">Jump</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc33\">Relentless Hex</h3><p><strong><em>Prerequisite: 7th level,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:hex\">Hex</a>&nbsp;spell or a warlock feature that curses</em></strong><br />Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:hex\">Hex</a>&nbsp;spell or by a warlock feature of yours, such as Hexblade&rsquo;s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.</p><h3 id=\"toc34\">Repelling Blast</h3><p><strong><em>Prerequisite:&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>&nbsp;cantrip</em></strong><br />When you hit a creature with&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:eldritch-blast\">Eldritch Blast</a>, you can push the creature up to 10 feet away from you in a straight line.</p><h3 id=\"toc35\">Sculptor of Flesh</h3><p><strong><em>Prerequisite: 7th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:polymorph\">Polymorph</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc36\">Shroud of Shadow</h3><p><strong><em>Prerequisite: 15th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:invisibility\">Invisibility</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc37\">Sign of Ill Omen</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:bestow-curse\">Bestow Curse</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc39\">Thief of Five Fates</h3><p>You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:bane\">Bane</a>&nbsp;once using a warlock spell slot. You can't do so again until you finish a long rest.</p><h3 id=\"toc40\">Thirsting Blade</h3><p><strong><em>Prerequisite: 5th level, Pact of the Blade feature</em></strong><br />You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.</p><h3 id=\"toc41\">Tomb of Levistus</h3><p><strong><em>Prerequisite: 5th level</em></strong><br />As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.</p><p>Once you use this invocation, you can&rsquo;t use it again until you finish a short or long rest.</p><h3 id=\"toc42\">Trickster's Escape</h3><p><strong><em>Prerequisite: 7th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:freedom-of-movement\">Freedom of Movement</a>&nbsp;once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.</p><h3 id=\"toc43\">Visions of Distant Realms</h3><p><strong><em>Prerequisite: 15th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:arcane-eye\">Arcane Eye</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc45\">Voice of the Chain Master</h3><p><strong><em>Prerequisite: Pact of the Chain feature</em></strong><br />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><h3 id=\"toc46\">Whispers of the Grave</h3><p><strong><em>Prerequisite: 9th level</em></strong><br />You can cast&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:speak-with-dead\">Speak with Dead</a>&nbsp;at will, without expending a spell slot.</p><h3 id=\"toc47\">Witch Sight</h3><p><strong><em>Prerequisite: 15th level</em></strong><br />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>",
            "hit_die": "",
            "id": 9168,
            "name": "Warlock- Invocations",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong></strong>ORDER DOMAIN</h1><p>The Order domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The domain is favored by clerics who use it to benevolently maintain and enforce the law, or exploit law and order for their own personal gain. Gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forsetti, and Asmodeus.</p><p>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.</p><p>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</p><div class=\"feature\"><div class=\"row\"><div class=\"col-lg-12\"><table class=\"wiki-content-table\"><tbody><tr><th colspan=\"2\">Order Domain Spells</th></tr><tr><th>Cleric Level</th><th>Spells</th></tr><tr><td>1st</td><td><a href=\"http://dnd5e.wikidot.com/spell:command\">Command</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:heroism\">Heroism</a></td></tr><tr><td>3rd</td><td><a href=\"http://dnd5e.wikidot.com/spell:hold-person\">Hold Person</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:zone-of-truth\">Zone of Truth</a></td></tr><tr><td>5th</td><td><a href=\"http://dnd5e.wikidot.com/spell:mass-healing-word\">Mass Healing Word</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:slow\">Slow</a></td></tr><tr><td>7th</td><td><a href=\"http://dnd5e.wikidot.com/spell:compulsion\">Compulsion</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:locate-creature\">Locate Creature</a></td></tr><tr><td>9th</td><td><a href=\"http://dnd5e.wikidot.com/spell:commune\">Commune</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:dominate-person\">Dominate Person</a></td></tr></tbody></table><h3 id=\"toc0\">Bonus Proficiencies</h3><p>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</p><h3 id=\"toc1\">Voice of Authority</h3><p>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</p><p>If the spell targets more than one ally, you choose the ally who can make the attack.</p><h3 id=\"toc2\">Channel Divinity: Order's Demand</h3><p>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</p><p>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</p><h3 id=\"toc3\">Embodiment of the Law</h3><p>At 6th level, you become remarkably adept at channeling magical energy to compel others.</p><p>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</p><p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</p><h3 id=\"toc4\">Divine Strike</h3><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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p><h3 id=\"toc5\">Order's Wrath</h3><p>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</p></div></div></div>",
            "hit_die": "",
            "id": 9169,
            "name": "Cleric- Order Domain",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong></strong>CIRCLE OF SPORES</h1><p>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</p><p>These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.</p><p>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.</p><div class=\"feature\"><div class=\"row\"><div class=\"col-lg-12\"><h3 id=\"toc0\">Circle Spells</h3><p>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:chill-touch\">Chill Touch</a>&nbsp;cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</p><p>Once you gain access to one of these spells, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prepare each day. If you gain access to a spell that doesn&rsquo;t appear on the druid spell list, the spell is nonetheless a druid spell for you.</p><table class=\"wiki-content-table\"><tbody><tr><th colspan=\"2\">Circle of Spores Spells</th></tr><tr><th>Druid Level</th><th>Circle Spells</th></tr><tr><td>3rd</td><td><a href=\"http://dnd5e.wikidot.com/spell:blindness-deafness\">Blindness/Deafness</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:gentle-repose\">Gentle Repose</a></td></tr><tr><td>5th</td><td><a href=\"http://dnd5e.wikidot.com/spell:animate-dead\">Animate Dead</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:gaseous-form\">Gaseous Form</a></td></tr><tr><td>7th</td><td><a href=\"http://dnd5e.wikidot.com/spell:blight\">Blight</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:confusion\">Confusion</a></td></tr><tr><td>9th</td><td><a href=\"http://dnd5e.wikidot.com/spell:cloudkill\">Cloudkill</a>,&nbsp;<a href=\"http://dnd5e.wikidot.com/spell:contagion\">Contagion</a></td></tr></tbody></table><h3 id=\"toc1\">Halo of Spores</h3><p>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</p><h3 id=\"toc2\">Symbiotic Entity</h3><p>At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</p><p>&bull;&nbsp;When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.<br />&bull; Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.</p><p>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</p><h3 id=\"toc3\">Fungal Infestation</h3><p>At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.</p><p>If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.</p><p>In combat, the zombie's turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</p><h3 id=\"toc4\">Spreading Spores</h3><p>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</p><p>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</p><p>While the cube of spores persists, you can't use your Halo of Spores reaction.</p><h3 id=\"toc5\">Fungal Body</h3><p>At 14th level, the fungal spores in your body alter you: you can&rsquo;t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.</p></div></div></div>",
            "hit_die": "",
            "id": 9170,
            "name": "Druid- Circle of Spores ",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "Animal Handling, Athletics, History, Insight, Medicine, Nature, Survival",
            "full_text": "<h1>Shaman (Dawnforgedcast)</h1><h2>Class Features</h2><p>As a shaman, you gain the following class features.</p><p><strong>Hit Points</strong></p><p><strong>Hit Dice</strong>: 1d8 per&nbsp;shaman level</p><p><strong>Hit Points at 1st Level</strong>:&nbsp;8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels</strong>: 1d8 (or 5) + your Constitution modifier per&nbsp;shaman level after 1st</p><p><strong>Proficiencies</strong></p><p><strong>Armor</strong>: Light armor</p><p><strong>Weapons</strong>: Simple weapons</p><p><strong>Tools</strong>:&nbsp;Woodcarver's tools</p><p><strong>Saving Throws</strong>:&nbsp;Wisdom, Charisma</p><p><strong>Skills</strong>: Choose&nbsp;two from Animal Handling, Athletics, History, Insight, Medicine, Nature and Survival</p><p><strong>Equipment:</strong> You start with the following equipment, in addition to the equipment granted by your background:</p><p>&bull; (a)&nbsp;a spear&nbsp;or (b)&nbsp;any&nbsp;simple melee weapons</p><p>&bull; (a) 4 javelins&nbsp;or (b)&nbsp;a shortbow and&nbsp;a quiver of 20 arrows</p><p>&bull; (a) leather armor, an explorer&rsquo;s pack and a totemic focus.</p><h2>Level Abilities</h2><p>1st level: +2 Proficiency Bonus,&nbsp;Totem Magic, Spirit Guide, 3 cantrips known, 3 spells known, 1 spell slot<br />2nd level:&nbsp;Totems, 4&nbsp;spells known, 2 spell slots, 2 Totems Crafted<br />3rd level:&nbsp;Totemic specialty,&nbsp;5&nbsp;spells known<br />4th level: Ability Score Improvement; 4 cantrips known, 6 spells known<br />5th level: +3 Proficiency Bonus, 7 spells known, 3 spell slots, 3 Totems Crafted<br />6th level: Archetype feature; 8 spells known<br />7th level: Spirit Walk; 9 spells known, 4 Totems Crafted<br />8th level:&nbsp;Ability Score Improvement, 10 spells known<br />9th level: +4 Proficiency Bonus;&nbsp;11 spells known, 5 Totems Crafted<br />10th level:&nbsp;Archetype feature; 5 cantrips known; 12 spells known<br />11th level:&nbsp;Spiritual Awakening (6th level), 4 spell slots<br />12th level: Ability Score Improvement;&nbsp;13 spells known; 6 Totems Crafted<br />13th level: +5 Proficiency Bonus;&nbsp;Spiritual Awakening (7th level)<br />14th level:&nbsp;Archetype feature; 14 spells known<br />15th level: Spiritual Awakening (8th level); 7 Totems Crafted<br />16th level:&nbsp;Ability Score Improvement; 15 spells known<br />17th level:&nbsp;+6 Proficiency Bonus;&nbsp;Spiritual Awakening (9th level), 5 spell slots<br />18th level:&nbsp;Archetype feature; 16 spells known, 8 Totems Crafted<br />19th level: Ability Score Improvement<br />20th level:&nbsp;Totem Mastery<br /><br /></p><h2>Totem Magic</h2><p>Beginning at 1st level,&nbsp;you can cast Shaman spells. You know 3 cantrips of your choice and learn an additional cantrip at 4th and 10th level.&nbsp;At 1st level, you know three 1st-level spells of your choice&nbsp;from the shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what&rsquo;s shown in the table&rsquo;s Spell Level column for your level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level equal to or lower than your spell slot level. Wisdom is your spellcasting ability for shaman spells. You can use a Totemic Focus as a spellcasting focus for your shaman spells in place of any material components that do not have a gold piece cost.&nbsp;A totem focus costs 1 gp and is made from your choice of a common metal, wood, stone, bone, coral, or glass. The image depicted on your totem focus normally has personal significance and is tied to nature.</p><h2>Spirit Guide</h2><p>Your spiritual connections have taught you to work more effectively with certain otherworldly beings. You can speak, read, and write Primordial, the language of the elemental planes. Primordial is a guttural language, filled with harsh syllables and hard consonants. Additionally, you have advantage on Charisma checks you make when interacting with spirits or elementals.</p><h2>Shaman Totems</h2><p>Starting at 2nd level, you can craft and bond with two totems of your choice. Your totem options are detailed at the end of the class description. When you gain certain shaman levels, you can craft and bond with additional totems of your choice as shown in the Totems Crafted column of the Shaman table. Additionally, when you gain a level in this class, you can choose to break your spiritual bond with one of your totems and replace it with another totem that you could make at that level.</p><p>As an action,&nbsp;you can plant a totem at a point within 5 feet of you, and in doing so summon its spiritual essence. This essence is considered neither a creature nor an object, though it has the spectral appearance of the totem it represents.<br />Unless otherwise noted, a totem lasts up to 1 minute before it is dismissed and once you plant a totem, you must dismiss it and finish a short or long rest before you can plant it again. You can dismiss one of your totems early as an action or a bonus action on your turn. If you fall unconscious, all of your totems that you have planted are dismissed automatically.<br />When you plant a totem, it triggers its magical effect, as detailed in the totem&rsquo;s description. A creature can only benefit from one totem of the same kind at a time. If a totem makes an attack roll, the attack bonus is equal to your shaman spell attack bonus. If a totem requires a creature to make a saving throw, the DC is equal to your spell save DC.</p><h2>Totemic Specialty</h2><p>At 3rd level, an inner awakening reveals the shamanic path you must take. Choose one of the following specialties: Totemic Enhancement, Totemic Elementalism, or Totemic Restoration. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels. These specialties are detailed below.</p><h2>Ability Score Improvement</h2><p>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&rsquo;t increase an ability score above 20 using this feature.</p><h2>Spirit Walk</h2><p>At 7th level, you can cast <em>commune</em> as a ritual, contacting a spirit, such as a dead ancestor or an elemental, rather than a deity.</p><h2>Spiritual Awakening</h2><p>Starting at 11th level, you are more attuned to the elemental and spiritual nature of the universe. Choose one 6th-level spell from the shaman spell list as this Spiritual Awakening. When you gain a level in this class, you can choose one of your awakened spells and replace it with another spell of the same level. You can cast your awakened spell once without&nbsp; expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more shaman 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<br />9th-level spell at 17th level. You regain all uses of your Spiritual Awakening when you finish a long rest.</p><h2>Totemic Mastery</h2><p>At 20th level, you are a master of planting and using your totems. Any totem that requires you to finish a short or long rest before you can plant it again can now be planted at will, and any totem that requires you to finish a long rest before you can plant it again can now be planted after you finish a short or long rest. In addition, you can now plant your totems as a bonus action.</p><h2>Shaman Spells</h2><p><strong>Cantrips</strong><br />Acid Splash<br />Booming Blade<br />Control Flames<br />Frostbite<br />Guidance<br />Gust<br />Lightning Lure<br />Magic Stone<br />Mending<br />Message<br />Mold Earth<br />Primal Savagery<br />Produce Flame<br />Resistance<br />Shape Water<br />Spare the Dying<br />Thunderclap</p><p><strong>1st level</strong><br />Absorb Elements<br />Alarm<br />Bane<br />Bless<br />Ceremony<br />Chromatic Orb<br />Create or Destroy Water<br />Cure Wounds<br />Detect Evil and Good<br />Detect Poison and<br />Disease<br />Earth Tremor<br />Find Familiar<br />Fog Cloud<br />Healing Word<br />Identify<br />Protection from Evil and<br />Good<br />Searing Smite<br />Thunderous Smite<br />Thunderwave<br />Unseen Servant<br />Zephyr Strike</p><p><strong>2nd level</strong><br />Augury<br />Continual Flame<br />Dust Devil<br />Earthbind<br />Enhance Ability<br />Find Steed<br />Find Traps<br />Flaming Sphere<br />Gentle Repose<br />Healing Spirit<br />Lesser Restoration<br />Locate Animals or Plants<br />Locate Object<br />Mordenkainen's Earthen Grasp<br />See Invisibility<br />Skywrite<br />Spike Growth<br />Warding Wind</p><p><strong>3rd level</strong><br />Bestow Curse<br />Call Lightning<br />Clairvoyance<br />Elemental Weapon<br />Erupting Earth<br />Haste<br />Lightning Bolt<br />Magic Circle<br />Meld into Stone<br />Protection from Energy<br />Remove Curse<br />Revivify<br />Sleet Storm<br />Speak with Dead<br />Spirit Guardians<br />Tidal Wave<br />Thunder Step<br />Wall of Sand<br />Wall of Water<br />Water Breathing<br />Water Walk<br />Wind Wall<br /><br /><strong>4th level</strong><br />Conjure Minor Elementals<br />Control Water<br />Death Ward<br />Elemental Bane<br />Find Greater Steed<br />Fire Shield<br />Ice Storm<br />Locate Creature<br />Stone Shape<br />Stoneskin<br />Storm Sphere<br />Wall of Fire<br />Watery Sphere<br /><br /><strong>5th level</strong><br />Awaken<br />Commune<br />Conjure Elemental<br />Contact Other Plane<br />Control Winds<br />Dispel Evil and Good<br />Greater Restoration<br />Hallow<br />Maelstrom<br />Planar Binding<br />Raise Dead<br />Scrying<br />Skill Empowerment<br />Transmute Rock<br />Wall of Stone<br /><br /><strong>6th level</strong><br />Bones of the Earth<br />Chain Lightning<br />Find the Path<br />Investiture of Flame<br />Investiture of Ice<br />Investiture of Stone<br />Investiture of Wind<br />Move Earth<br />Primordial Ward<br />Wall of Ice<br />Wind Walk<br /><br /><strong>7th level</strong><br />Etherealness<br />Fire Storm<br />Plane Shift<br />Regenerate<br />Resurrection<br />Whirlwind<br /><br /><strong>8th level</strong><br />Antipathy/Sympathy<br />Control Weather<br />Earthquake<br />Incendiary Cloud<br />Tsunami<br /><br /><strong>9th level</strong><br />Astral Projection<br />Foresight<br />Storm of Vengeance<br />True Resurrection</p><p><strong>Multiclassing as a Shaman</strong><br />To multiclass as a shaman, you must have a Wisdom score of at least 13. If you are multiclassing into shaman from<br />another class, you gain proficiency with woodcarver&rsquo;s tools. If you have both the Spellcasting class feature and the<br />Totem Magic class feature from the shaman class, you can use the spell slots you gain from the Totem Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain&nbsp; from the Spellcasting class feature to cast shaman spells you know.</p>",
            "hit_die": "1d8",
            "id": 9171,
            "name": "Shaman",
            "proficiencies": "Wisdom and Charisma saving throws, light armor, simple weapons, woodcarver's tools",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Totemic Enhancement Specialty</h1><p>Warriors at heart, the shaman of Totemic Enhancement chooses to specialize in magic that bolsters their own and their allies&rsquo; ability to deal damage in melee combat.</p><h2>ENHANCEMENT SPECIALTY&nbsp;FEATURES</h2><p><strong>Shaman&nbsp;Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Bonus Proficiencies, Fighting Style<br />6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Extra Attack, Enhancement Amplification<br />10th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Enhancement Totem Boost<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Spirit Beast<br />18th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Maelstrom Strikes</p><h2>BONUS PROFICIENCIES</h2><p>When you choose this specialty at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.</p><h2>FIGHTING STYLE</h2><p>Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options from among those available to the fighter class: Dueling, Great Weapon Fighting, or Two-Weapon Fighting. You can&rsquo;t take a Fighting Style option more than once.</p><h2>EXTRA ATTACK</h2><p>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><h2>ENHANCEMENT&nbsp;AMPLIFICATION</h2><p>Starting at 6th level, any totem related to your specialty that has an&nbsp;Enhancement Boost now has a radius of 30 feet if its normal radius was 15 feet.</p><h2>ENHANCEMENT TOTEM BOOST</h2><p>At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess an Enhancement Boost.</p><h2>SPIRIT BEAST</h2><p>Starting at 14th level, you gain the services of a pair of spectral animals. These creatures can take the form of any beast that the shaman finds most fitting. As a bonus action, you can summon the beasts to the material realm and command them to pursue and distract a creature of your choice that you can see within 30 feet of you. You and your allies have advantage on melee attack rolls against the creature until the start of your next turn, after which the beasts return to the spirit realm until you use this feature again. You can use this feature a number of times equal to your&nbsp;Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p><h2>MAELSTROM STRIKES</h2><p>At 18th level, you have learned to harness the essence of&nbsp;storms with your weapons. When you damage a hostile<br />creature with a melee weapon attack on your turn, you can use a bonus action to cause you and your totems to burst with electrical power.&nbsp;When you do this, each hostile creature within 15 feet of you or one of your totems must make a Dexterity saving throw against your spell save DC, taking 8d6 points of lightning damage on a failed save, or half as much damage<br />on a successful one. In addition, when you damage a creature in this way, you and all allies within 15 feet of you or one of your totems gain temporary hit points equal to the damage dealt to one of the creatures, whichever took the most damage.<br />Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.</p>",
            "hit_die": "",
            "id": 9172,
            "name": "Shaman- Enhancement Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Totemic&nbsp;Elementalism&nbsp;Specialty</h1><p>Heeding the call of nature&rsquo;s destructive wrath, shamans of the Elemental Totem focus their magic into totems and into casting combat spells that harness the elements of air, earth, fire, or water.</p><h2>ENHANCEMENT SPECIALTY&nbsp;FEATURES</h2><p><strong>Shaman&nbsp;Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Elemental Attunement<br />6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Elemental Amplification<br />10th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Elemental Totem Boost<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Elemental Augmentation<br />18th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Elemental Overload</p><h2>ELEMENTAL ATTUNEMENT</h2><p>Beginning when you choose this specialty at 3rd level, whenever one of your totems deals acid, cold, fire, lightning,<br />or thunder damage, add your Wisdom modifier to that damage. In addition, choose one of the following damage types:<br />acid, cold, fire, lightning, or thunder. You gain resistance to damage of the chosen type.</p><h2>ELEMENTAL AMPLIFICATION</h2><p>Starting at 6th level, any totem related to your specialty that has an Elemental Boost now has a radius of 30 feet if its normal radius was 15 feet.</p><h2>ELEMENTAL&nbsp;TOTEM BOOST</h2><p>At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess an Elemental&nbsp;Boost.</p><h2>ELEMENTAL AUGMENTATION</h2><p>Starting at 14th level, whenever one of your totems deals acid, cold, fire, lightning, or thunder damage you can apply the following effects to your targets. This feature cannot inflict multiple instances of the same effect. For example, a creature whose AC is reduced by acid damage can&rsquo;t have their AC reduced further by this feature.</p><p><strong>Damage Type&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Effect</strong><br />Acid&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The target&rsquo;s AC is reduced by 2 until the start of your next turn<br />Cold&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The target&rsquo;s speed is reduced by 10 feet until the end of its next turn<br />Fire&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;The target takes an extra 1d6 fire damage<br />Lightning&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;The target can&rsquo;t take reactions until the start of your next turn<br />Thunder&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The target is pushed up to 5 feet away from the totem and is deafened <br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; until the end of their next turn.</p><h2>ELEMENTAL OVERLOAD</h2><p>At 18th level, you have mastered the elemental magic present in the world. As a bonus action, you can summon an aura of elemental chaos around your totems that lasts for one minute. While the aura persists, you can use your&nbsp;action to cause&nbsp; each hostile creature within 15 feet of one of your totems to take 1d4 acid damage, 1d4 cold damage, 1d4 fire damage, 1d4 lightning damage, and 1d4 thunder damage. This damage counts as a totem effect for the purposes of your Elemental Augmentation feature. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 9173,
            "name": "Shaman- Elementalism Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>Totemic&nbsp;Restoration&nbsp;Specialty</h1><p>Shamans of Totemic Restoration choose this specialty because they are gentle souls that wish to ease the aches and pains of those around them, using their magic to mend bones or remove sickness.</p><h2>RESTORATION&nbsp;SPECIALTY&nbsp;FEATURES</h2><p><strong>Shaman&nbsp;Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Bonus Proficiencies, Healing Wave<br />6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Restorative Amplification<br />10th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Restoration Totem Boost<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Soul Anchor<br />18th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Rain Dance</p><h2>BONUS PROFICIENCIES</h2><p>Beginning at 3rd level, you gain proficiency with medium armor and shields, as well as the herbalism kit. If you are already proficient with the herbalism kit, you gain proficiency in your choice of one type of Artisan&rsquo;s Tools.</p><h2>HEALING WAVE</h2><p>Also starting at 3rd level, whenever one of your totems restores hit points to a creature, the creature regains&nbsp;additional hit points equal to your Wisdom modifier (minimum 1).</p><h2>RESTORATIVE AMPLIFICATION</h2><p>Starting at 6th level, any totem related to your specialty that has a Restoration Boost now has a radius of 30 feet if its normal radius was 15 feet.</p><h2>RESTORATION&nbsp;TOTEM BOOST</h2><p>At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess a Restoration&nbsp;Boost.</p><h2>SOUL ANCHOR</h2><p>Starting at 14th level, your training and knowledge has lead to insights into the spirit realm and how to remain connected to life, granting you advantage on death saving throws made on your turn. In addition, instead of making a death saving throw on your turn, you can choose to regain half your maximum hit points. Once you use this feature in this way, you must finish a long rest before you can do so again.</p><h2>RAIN DANCE</h2><p>At 18th level, as a bonus action on your turn, you can begin a ritual of complex dance steps and ululating sounds to summon a restorative rain cloud that lasts for 1 minute. The cloud forms at a point you can see 20 feet directly above you in a 30-foot radius. A light rain fills the cylinder, and the area is lightly obscured to hostile creatures. This feature does nothing if you can&rsquo;t see a point in the air where the rain cloud could appear. On each of your turns until the dance ends, you can use<br />your action to channel the rain&rsquo;s healing energy, causing you and each friendly creature in the rain to regain hit points equal to 3d8 + your Wisdom modifier. You can maintain the dance while taking other actions. This feature has no effect on undead or constructs. Once you use this feature, you must finish a long rest before you can use it again.</p>",
            "hit_die": "",
            "id": 9174,
            "name": "Shaman- Restoration Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand (any 2)",
            "full_text": "<h1>Artificer-&nbsp;Official Eberron Version</h1><h2>Class Features</h2><p>As an artificer, you gain the following class features.</p><p><strong>Hit Points</strong></p><p><strong>Hit Dice</strong>: 1d8 per artificer level</p><p><strong>Hit Points at 1st Level</strong>: 8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels</strong>: 1d8 (or 5) + your Constitution modifier per artificer level after 1st</p><p><strong>Proficiencies</strong></p><p><strong>Armor</strong>: Light armor, medium armor, shields</p><p><strong>Weapons</strong>: Simple weapons</p><p><strong>Tools</strong>:&nbsp;Thieves&rsquo; tools, tinker&rsquo;s tools, one type of artisan&rsquo;s tools of your choice</p><p><strong>Saving Throws</strong>:&nbsp;Constitution, Intelligence</p><p><strong>Skills</strong>: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception,Sleight of Hand</p><p><strong>Equipment</strong> You start with the following equipment, in addition to the equipment granted by your background:</p><p>&bull;&nbsp;any two simple weapons of your choice</p><p>&bull;&nbsp;a light crossbow and 20 bolts</p><p>&bull;&nbsp;(a) studded leather armor or (b) scale mail</p><p>&bull;&nbsp;thieves&rsquo; tools and a dungeoneer&rsquo;s pack</p><h2>Level Abilities</h2><p>1st level: +2 Proficiency Bonus,&nbsp;Magical Tinkering, Spellcasting, 2 cantrips known, 2 1st-level spell slots<br />2nd level:&nbsp;Infuse Item,&nbsp;4 infusions known, 2 infused items<br />3rd level:&nbsp;Artificer Specialist, The Right Tool for the Job, 3 1st-level spell slots<br />4th level: Ability Score Improvement<br />5th level: +3 Proficiency Bonus;&nbsp;Artificer&nbsp;Specialist feature, 4 1st-level spell slots, 2 2nd-level spell slots<br />6th level: Tool Expertise; 6 infusions known, 3 infused items&nbsp;<br />7th level: Flash of Genius; 3 2nd-level spell slots<br />8th level:&nbsp;Ability Score Improvement<br />9th level: +4 Proficiency Bonus;&nbsp;Artificer&nbsp;Specialist feature, 2 3rd-level spell slots<br />10th level: Magic Item Adept; 8 infusions known, 4 infused items,&nbsp;3&nbsp;cantrips known<br />11th level: Spell-Storing Item, 3 3rd-level spell slots<br />12th level: Ability Score Improvement;&nbsp;<br />13th level: +5 Proficiency Bonus;&nbsp;1 4th-level spell slot<br />14th level:&nbsp;Magic Item Savant; 10 infusions known, 5 infusions known, 4&nbsp;cantrips known<br />15th level:&nbsp;Artificer&nbsp;Specialist feature; 2 4th-level spell slots<br />16th level:&nbsp;Ability Score Improvement;<br />17th level:&nbsp;+6 Proficiency Bonus; 3 4th-level spell slots, 1 5th-level spell slot<br />18th level:&nbsp;Magic Item Master; 12&nbsp;infusions known, 6 infused items<br />19th level: Ability Score Improvement; 2 5th-level spell slots<br />20th level:&nbsp;Soul of Artifice</p><h2>Magical Tinkering</h2><p>At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves&rsquo; tools, tinker&rsquo;s tools, or other artisan&rsquo;s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br />&bull; The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br />&bull; Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br />&bull; The object continuously emits your choice of an odor or a nonverbal sound (wind, waves,chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br />&bull; A static visual effect appears on one of the object&rsquo;s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.&nbsp;</p><p>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</p><p>You can give the magic of this feature to multiple objects, touching one object each time you use the feature,&nbsp;though a single object can bear only one&nbsp;property at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</p><h2>Spellcasting</h2><p>You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if&nbsp;you're producing&nbsp; wonders using mundane items or outlandish inventions.</p><p>You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, \"Equipment,\" in the Player's Handbook for descriptions of these tools.</p><p>After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.</p><h2>Cantrips (0-level Spells)</h2><p>At 1st level, you know two can trips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.</p><h2>Preparing and Casting Spells</h2><p>The artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer<br />spells of 1st level or higher, 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.&nbsp;</p><p>You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <em>cure wounds</em>, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of prepared spells.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><h2>Spells Known</h2><p>At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.</p><p>Additionally, you know two 1st-level spells of your choice from the artificer spell list. The Spells Known column of the artificer table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.</p><h2>Spellcasting Ability</h2><p>Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence&nbsp;whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.</p><p><strong>Spell save DC</strong>&nbsp;= 8 + your proficiency bonus + your Intelligence modifier</p><p><strong>Spell attack modifier</strong>&nbsp;= your proficiency bonus + your Intelligence modifier</p><h2>Ritual Casting</h2><p>You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><h2>Infuse Item</h2><p>At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.</p><p>When you gain this feature, pick four artificer infusions to learn, choosing from the &ldquo;Artificer Infusions&rdquo; section at the end of the class&rsquo;s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.</p><p>Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion&rsquo;s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see &ldquo;Attunement&rdquo; in the Dungeon Master&rsquo;s Guide, page 136).</p><p>Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum&nbsp;number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a<br />time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</p><h2>Artificer Specialist</h2><p>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</p><h2>The Right Tool For The Job</h2><p>At 3rd level, you learn how to produce exactly the too you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which&nbsp; can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</p><h2>Ability Score Increase</h2><p>When you reach 4th, 8th, 1 2th, 16th, and 19th level, you&nbsp;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 a n ability score above 20 using this feature.</p><h2>Tool Expertise</h2><p>Starting at&nbsp;6th&nbsp;level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</p><h2>&nbsp;</h2><h2>Flash of Genius</h2><p>Starting at 7th level, you gain the ability t o come up with solutions under pressure. When you or another creature<br />you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</p><p>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</p><h2>Magic Item Adept</h2><p>When you reach 10th level, you achieve a profound understanding<br />of how to use and make magic items:<br />&bull; You can attune to up to four magic items at once.<br />&bull; If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</p><h2>Spell-Storing Item</h2><p>When you reach 11th level, you learn how to store a spell in an object.&nbsp;Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</p><p>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting<br />ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</p><h2>Soul of Artifice</h2><p>At 14th level, your skill with magic items deepens more:<br />&bull; You can attune to up to five magic items at once.<br />&bull; You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</p><h2>Magic Item Master</h2><p>Starting at 18th level, you can attune to u p to six magic items at once.</p><h2>Soul of Artifice</h2><p>At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:<br />&bull; You gain a +1 bonus to all saving throws per magic item you are currently attuned to.<br />&bull; If you're reduced to 0 hit points but not killed outright,&nbsp;you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</p><h2>Artificer Spell List</h2><p>Here&rsquo;s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell&rsquo;s name. These spells are from the Player&rsquo;s Handbook. If a spell&rsquo;s name is followed by an asterisk, the spell is instead from Xanathar&rsquo;s Guide to Everything.</p><p><strong>Cantrips (0 Level)</strong><br />acid splash<br />create bonfire*<br />dancing lights<br />fire bolt<br />frostbite*<br />guidance<br />light<br />mage hand<br />magic stone*<br />mending<br />message<br />poison spray<br />prestidigitation<br />ray of frost<br />resistance<br />shocking grasp<br />spare the dying<br />thorn whip<br />thunderclap*</p><p><strong>1st Level</strong><br />absorb elements*<br />alarm (ritual)<br />catapult*<br />cure wounds<br />detect magic (ritual)<br />disguise self<br />expeditious retreat<br />faerie fire<br />false life<br />feather fall<br />grease<br />identify (ritual)<br />jump<br />longstrider<br />purify food and drink<br />sanctuary<br />snare*</p><p><strong>2nd Level</strong><br />aid<br />alter self<br />arcane lock<br />blur<br />continual flame<br />darkvision<br />enhance ability<br />enlarge/reduce<br />heat metal<br />invisibility<br />lesser restoration<br />levitate<br />magic mouth (ritual)<br />magic weapon<br />protection from poison<br />pyrotechnics*<br />rope trick<br />see invisibility<br />skywrite* (ritual)<br />spider climb<br />web</p><p><strong>3rd Level</strong><br />blink<br />catnap*<br />create food and water<br />dispel magic<br />elemental weapon<br />flame arrows*<br />fly<br />glyph of warding<br />haste<br />protection from energy<br />revivify<br />tiny servant*<br />water breathing (ritual)<br />water walk (ritual)</p><p><strong>4th Level</strong><br />arcane eye<br />elemental bane*<br />fabricate<br />freedom of movement<br />Leomund&rsquo;s secret chest<br />Mordenkainen&rsquo;s faithful hound<br />Mordenkainen&rsquo;s private sanctum<br />Otiluke&rsquo;s resilient sphere<br />stone shape<br />stoneskin</p><p><strong>5th Level</strong><br />animate objects<br />Bigby&rsquo;s hand<br />creation<br />greater restoration<br />skill empowerment*<br />transmute rock*<br />wall of stone</p><p><strong>Optional Rule: Multiclassing</strong></p><p>If your group uses the optional rule on multiclassing in the Player&rsquo;s Handbook (p. 163), here&rsquo;s what you need to<br />know if you choose artificer as one of your classes:<br /><br />Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a<br />level in this class,&nbsp;or to take a level in another class if you are already an artificer.<br /><br />Proficiencies Gained. If artificer isn&rsquo;t your initial class, here are the proficiencies you gain when you take your<br />first level as an artificer: light armor, medium armor, shields, thieves&rsquo; tools, tinker&rsquo;s tools.<br /><br />Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.</p>",
            "hit_die": "1d8",
            "id": 9175,
            "name": "Artificer (Ebberon)",
            "proficiencies": "Constitution and Intelligence saving throws, Light armor, medium armor, shields, Simple weapons, hand crossbows, heavy crossbows Thieves\u2019 tools, tinker\u2019s tools, one type of artisan\u2019s tools of your choice",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>ALCHEMIST</h1><p>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</p><h2>ALCHEMIST FEATURES</h2><p><strong>Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Level Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Tool Proficiency, Bonus Spells,&nbsp;Experimental Elixir<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Alchemical&nbsp;Savant<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Restorative Reagents<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Chemical&nbsp;Master</p><h2>TOOL PROFICIENCY</h2><p>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have<br />this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</p><h2>BONUS SPELLS</h2><p>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don&rsquo;t count against the number of artificer spells you prepare.</p><p><strong>Artificer Level&nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<em>healing word, ray of sickness</em><br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <em>flaming sphere</em>,&nbsp;<em>Melf's acid arrow</em><br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<em>gaseous form, stinking cloud</em><br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>blight, death ward</em><br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <em>cloudkill, raise dead</em></p><h2>EXPERIMENTAL ELIXIR</h2><p>Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an<br />empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when<br />someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated<br />creature.</p><p>Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you<br />create with this feature lasts until it is drunk or until the end of your next long rest.</p><p>When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th<br />level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.</p><p>You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one.<br />When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's<br />effect from the Experimental Elixir table.</p><p>EXPERIMENTAL ELIXIR<br />d6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Effect<br />1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Healing.&nbsp;The drinker regains a number of hit points equal to 2d4+ your intelligence modifier.&nbsp;<br />2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Swiftness. The drinker's&nbsp;walking speed increases by 10 feet for 1 hour.<br />3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Resilience. The drinker gains a +1 bonus to AC for 10 minutes.<br />4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Boldness.&nbsp;The drinker can roll a d4 and add the number rolled to every attack roll and saving throw for the next&nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;minute.<br />5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Flight.&nbsp;The drinker gains a flying speed of 10 feet for 10 minutes.<br />6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Transformation.&nbsp;The drinker's body is transformed as if by the&nbsp;<em>alter self&nbsp;</em>spell for 10 minutes. The drinker <br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;determines the transformation caused by the spell.</p><h2>ALCHEMICAL&nbsp;SAVANT</h2><p>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create<br />through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain<br />a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic,<br />or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</p><h2>RESTORATIVE REAGENTS</h2><p>Starting at 9th level, you can incorporate restorative reagents into some of your works:<br />&bull; Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points<br />equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).<br />&bull; You can cast lesser restoration without expending a spell slot and without preparing the spell, provided<br />you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence<br />modifier (minimum of once), and you regain all expended uses when you finish a long rest.</p><h2>CHEMICAL&nbsp;MASTERY</h2><p>By 1 5th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use<br />them to quickly end certain ailments:</p><p>&bull; You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.<br />&bull; You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and<br />without material components, provided you use alchemist's supplies as the spellcasting focus. Once you<br />cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</p>",
            "hit_die": "",
            "id": 9176,
            "name": "Artificer- Alchemist Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>ARTILLERIST</h1><p>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive<br />power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization<br />have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</p><h2>ARTILLERIST FEATURES</h2><p><strong>Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Level Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Tools Proficiency, Artillerist Spells,&nbsp;Eldritch Cannon<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Arcane Firearm<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Explosive Cannon<br />15th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Fortified Position<br /><br /></p><h2>TOOLS OF THE TRADE</h2><p>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have<br />this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</p><h2>ARTILLERIST&nbsp;SPELLS</h2><p>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don&rsquo;t count against the number of artificer spells you prepare.</p><p><strong>Artificer Level&nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<em>shield, thunderwave</em><br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>scorching ray, shatter</em><br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <em>fireball, wind wall</em><br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>ice storm, wind wall</em><br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>cone of cold, wall of force</em></p><h2>ARCANE TURRET</h2><p>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take<br />an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface<br />within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</p><p>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of<br />1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</p><p>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points<br />equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If<br />it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell<br />is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss<br />it early as an action.</p><p>When you create the cannon, you determine its appearance and whether it has legs. You also decide which<br />type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus<br />action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can<br />direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</p><p><strong>Arcane Turrets</strong><br /><br /><em><strong>Flamethrower.</strong></em>&nbsp;The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</p><p><em><strong>Force Ballista.</strong></em> Make a ranged spell attack, originating from the cannont, at one creature or object within 120 feet<br />of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</p><p><strong>Defender.</strong> The turret emits a burst of positive energy that grants itself and each creature of your choice within 10<br />feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</p><h2>ARCANE FIREARM</h2><p>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive<br />spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff,<br />or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them<br />on a different item. The sigils otherwise last indefinitely.</p><p>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer<br />spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number<br />rolled.</p><h2>EXPLOSIVE TURRET</h2><p>Starting at 9th level, every eldritch cannon you create is more destructive:<br />&bull; The cannon's damage rolls all increase by 1d8.<br />&bull; As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys<br />the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell<br />save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</p><h2>FORTIFIED POSITION</h2><p>Starting at 1 5th level, you're a master at forming well-defended emplacements using Eldritch Cannon:</p><p>&bull; You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a<br />result of a shimmering field of magical protection that the cannon emits.<br />&bull; You can now have two cannons at the same time. You can create two with the same action (but not the same<br />spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons<br />are identical to each other or different. You can't create a third cannon while you have two.</p>",
            "hit_die": "",
            "id": 9178,
            "name": "Artificer- Artillerist Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1>BATTLE SMITH</h1><p>Armies require protection, and someone has to put things back together if defenses fail . A combination<br />of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel.<br />To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion<br />of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a<br />steel defender. Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged,<br />and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</p><h2>ARCHIVIST FEATURES</h2><p><strong>Level&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Level Feature</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Tool Proficiency, Battle Smith&nbsp;Spells,&nbsp;Battle Ready, Steel Defender<br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Extra Attack<br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Arcane Jolt<br />14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Improved Defender<br /><br /></p><h2>TOOLS OF THE TRADE</h2><p>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this<br />proficiency, you gain proficiency with one other type of artisan's tools of your choice.</p><h2>BONUS SPELLS</h2><p>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</p><p><strong>Artificer Level&nbsp; &nbsp; &nbsp; &nbsp;Spell</strong><br />3rd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>heroism,&nbsp;shield</em><br />5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>branding smite, warding bond</em><br />9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>aura of vitality,&nbsp;conjure barrage</em><br />13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>aura of purity, fire shield</em><br />17th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<em>banishing smite, mass cure wounds</em></p><h2>BATTLE READY</h2><p>When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:</p><p>&bull; You gain proficiency with martial weapons.<br />&bull; When you attack with a magic weapon, you&nbsp;can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</p><h2>STEEL DEFENDER</h2><p>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and<br />your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat<br />block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect<br />on its game statistics.</p><p><strong>STEEL DEFENDER<br /></strong><em>Medium construct, neutral<br /></em><strong>Armor Class</strong> 15 (natural armor)<br /><strong>Hit Points</strong> equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class<br /><strong>Speed</strong> 40 ft.<br /><strong>STR&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;DEX&nbsp; &nbsp; &nbsp; CON&nbsp; &nbsp; &nbsp;INT&nbsp; &nbsp; &nbsp;WIS&nbsp; &nbsp; &nbsp; CHA</strong><br />14 (+2) 12 (+1) 14 (+2) 4 (&minus;4) 10 (+0) 6 (&minus;2)</p><p><br /><strong>Saving Throws</strong> Dex +3, Con +4<br /><strong>Skills</strong> Athletics +4, Perception +4<br /><strong>Damage Immunities</strong> poison<br /><strong>Condition Immunities</strong> charmed, exhaustion, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 14<br /><strong>Languages</strong> understands the languages you speak<br /><strong>Might of the Master.</strong> The following numbers increase by 1 when your proficiency bonus increases by 1 : <br />the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, <br />and the number of hit points restored by its Repair action (below).<br /><strong>Vigilant</strong>. The defender can't be surprised.<br /><br /><strong>Actions (requires your bonus action)</strong><br /><em><strong>Force-Empowered Rend</strong></em>. <em>Melee Weapon Attack</em>: +4 to hit, reach 5 ft., one target you can see. <em>Hit</em>: 1d8 + 2 force damage.<br /><em><strong>Repair</strong> </em>(3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit poi nts to itself or to one construct or object within 5 feet of it.<br /><strong><br />Reactions</strong><br /><strong><em>Deflect Attack</em></strong>. The defender imposes disadvantage o n the attack roll of one creature it can see that is within 5 feet of<br />it, provided the attack roll is against a creature other than the defender.</p><p>In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use&nbsp; its reaction on its own, but the only action it takes on its turn is&nbsp;the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith&rsquo;s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</p><p>At the end of a long rest, you can create a new steel defender if you have your smith&rsquo;s tools with you. If you already have a steel defender from this feature, the first one immediately perishes.</p><h2>EXTRA ATTACK</h2><p>At 5th level, when you take the Attack action, you may make two weapon atacks instead of one.</p><h2>ARCANE JOLT</h2><p>At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a<br />magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to<br />create one of the following effects:</p><p>&bull; The target takes an extra 2d6 force damage.<br />&bull;&nbsp;Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen<br />recipient, restoring 2d6 hit points to it.</p><p>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you<br />can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</p><h2>IMPROVED DEFENDER</h2><p>At 15th level, your Arcane Jolt and steel defender become more powerful:</p><p>&bull; The extra damage and the healing of your Arcane Jolt both increase to 4d6.<br />&bull;&nbsp;Your steel defender gains a +2 bonus to Armor Class.<br />&bull; Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</p>",
            "hit_die": "",
            "id": 9179,
            "name": "Artificer- Battle Smith Specialty",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "archetype"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h2>Artificer Infusions</h2><p>Artificers have invented numerous magical infusions that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.</p><p>The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.</p><p>Some infusions specify a minimum artificer level. You can&rsquo;t learn such an infusion until you&nbsp;are at least that level.</p><p>Unless an infusion&rsquo;s description says otherwise, you can&rsquo;t learn the infusion more than once.</p><p><strong>Boots of the Winding Path</strong></p><p><em>Prerequisite: 6th-level artificer</em><br /><em>Item: A pair of boots (requires attunement)</em><br /><br />While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.<br /> <br /><strong>Enhanced Arcane Focus</strong><br /><em>Item: A rod, staff, or wand (requires attunement)</em><br /><br />While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half<br />cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.</p><p><strong>Enhanced Defense</strong><br /><em>Item: A suit of armor or a shield</em><br /><br />A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.&nbsp;The bonus increases to +2 when you reach 10th level in this class.<br /><br /><strong>Enhanced Weapon</strong><br /><em>Item: A simple or martial weapon</em></p><p>This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach<br />12th level in this class.<br /><br /><strong>Homunculus Servant<br /></strong><em>Prerequisite: 6th-level artificer</em><br /><em>Item: A gem worth at least 100 gp or a dragonshard</em><br />You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse<br />serves as the creature's heart, around which the creature's body instantly forms.<br /><br />You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas<br />some like winged vials or miniature, animated cauldrons.<br /><br />The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's<br />game statistics in the Homunculus Servant stat block.</p><p><strong>HOMUNCULUS SERVANT</strong><br /><em>Tiny construct, neutral</em><br /><strong>Armor Class</strong> 13 (natural armor)<br /><strong>Hit Points</strong> equal the homunculus's Constitution modifier + your Intelligence modifier +&nbsp;your level in this class<br /><strong>Speed</strong> 20 ft., fly 30 ft.<br />&nbsp;&nbsp;<br />STR&nbsp; &nbsp; &nbsp;DEX&nbsp; &nbsp; &nbsp; &nbsp;CON&nbsp; &nbsp; &nbsp; &nbsp;INT&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; WIS&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;CHA<br />4 (-3)&nbsp;&nbsp;15 (+2)&nbsp;&nbsp;12 (+1)&nbsp; 10 (+0)&nbsp; &nbsp;&nbsp;10 (+0)&nbsp; &nbsp; 7 (-2)<br /><br /><strong>Saving Throws</strong> Dex +4<br /><strong>Skill</strong>s Perception +4, Stealth +4<br /><strong>Damage Immunities</strong> poison<br /><strong>Condition Immunities</strong> exha u stion, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 14<br />Languages understands the languages you speak<br /><em><strong>Evasion</strong></em>. If the&nbsp;homunculus 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 . It can't use this trait if it's incapacitated.<br /><em><strong>Might of the Master</strong></em>. The&nbsp;following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).<br /><br /><strong>ACTIONS (requires your reaction)</strong><br /><strong><em>Force Strike</em></strong>. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4+2 force damage.</p><p><strong>REACTIONS</strong><br /><em><strong>Channel Magic</strong></em>. The homunculus delivers a spell you cast that has a range of touch. The&nbsp;homunculus must be within 120<br />feet of you.</p><p><br />In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.</p><p>The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.</p><p><strong>Radiant Weapon</strong><br /><em>Prerequisite: 8th-level artificer</em><br /><em>Item: A simple or martial weapon (requires&nbsp;</em><em>attunement)</em></p><p>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can<br />extinguish the light as a bonus action. As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker&rsquo;s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can&rsquo;t be used again until the wielder finishes a short or long rest.<br /><br /><strong>Repeating Shot</strong><br /><em>Item: A simple or martial weapon with the ammunition property (requires attunement)</em><br />This magic weapon grants a +1 bonus to attack and damage rolls made with it when it&rsquo;s used to make a ranged attack, and it ignores the loading property if it has it. The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target.<br /><br /><strong>Replicate Magic Item</strong><br /><em>Prerequisite: See below</em></p><p>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table. In the tables, an item&rsquo;s entry tells you whether the item requires attunement. See the item&rsquo;s description in the Dungeon Master&rsquo;s Guide for more information about it, including the type of object required for its making.<br /><br /><strong>Replicable Magic Items (2nd-Level Artificer)</strong><br /><em>Alchemy jug</em><br /><em>Bag of holding</em><br /><em>Cap of water breathing</em><br /><em>Goggles of night&nbsp;</em><br /><em>Rope of climbing&nbsp;</em><br /><em>Sending stones&nbsp;</em><br /><em>Wand of magic detection&nbsp;</em><br /><em>Wand of secrets&nbsp;</em><br /><em><br /></em><strong>Replicable Magic Items (6th-Level Artificer)</strong><br /><em>Boots of elvenkind<br />Cloak of elvenkind (requires attunement)<br />Cloak of the manta ray<br />Eyes&nbsp;of charming (requires attunement)<br />Gloves of thievery<br />Lantern of revealing&nbsp;<br />Pipes of haunting<br />Ring of water walking</em></p><p><strong>Replicable Magic Items (10</strong><strong>th-Level Artificer)</strong><em><strong><br /></strong></em><em>Boots of striding and springing (requires attunement)<br /></em><em>Boots of the winterlands (requires attunement)<br /></em><em>Bracers of archery (requires attunement)<br /></em><em>Brooch of shielding (requires attunement)<br /></em><em>Cloak of protection (requires attunement)<br /></em><em>Eyes&nbsp;of the eagle (requires attunement)<br /></em><em>Gauntlets of ogre power (requires attunement)<br /></em><em>Gloves of missile snaring (requires attunement)<br /></em><em>Gloves of swimming and climbing (requires attunement)<br /></em><em>Hat of disguise (requires attunement)<br /></em><em>Headband of intellect (requires attunement)<br /></em><em>Helm of telepathy (requires attunement)<br /></em><em>Medallion of thoughts (requires attunement)<br /></em><em>Periapt of wound closure (requires attunement)<br /></em><em>Pipes of the sewers (requires attunement)<br /></em><em>Quiver of Ehlonna<br /></em><em>Ring of jumping (requires attunement)<br /></em><em>Ring of mind shielding (requires attunement)<br /></em><em>Slippers of spider climbing (requires attunement)<br /></em><em>Winged boots (requires attunement)</em></p><p><strong>Replicable Magic Items (14th-Level Artificer)</strong><br /><em>Amulet of health (requires attunement)</em><br /><em>Belt of hill giant strength (requires attunement)</em><br /><em>Boots of levitation (requires attunement)</em><br /><em>Boots of speed (requires attunement)</em><br /><em>Bracers of defense (requires attunement)</em><br /><em>Cloak of the bat (requires attunement)</em><br /><em>Dimensional shackles</em><br /><em>Gem of seeing (requires attunement)</em><br /><em>Horn of blasting</em><br /><em>Ring of free action (requires attunement)</em><br /><em>Ring of protection (requires attunement)</em><br /><em>Ring of the ram (requires attunement)</em></p><p><strong>Repulsion Shield</strong><br /><em>Prerequisite: 8th-level artificer</em><br /><em>Item: A shield (requires attunement)</em><br /><br />A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can&rsquo;t be used again until the wielder finishes a short or long rest.</p><p><strong>Resistant Armor</strong><br /><em>Prerequisite: 8th-level artificer<br /></em><em>Item: A suit of armor (requires attunement)</em><br /><br />While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.<br /><br /><strong>Returning Weapon</strong><br /><em>Item: A simple or martial weapon with the thrown&nbsp;</em><em>property</em><br /><br />This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder&rsquo;s hand immediately after it is used to make a ranged attack.&nbsp;</p>",
            "hit_die": "",
            "id": 9180,
            "name": "Artificer- Infusions",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        },
        {
            "alignment": "Any",
            "class_skills": "",
            "full_text": "<h1><strong>Shaman Totems</strong></h1><p>If a totem has prerequisites, you must meet them to craft and use it. You can craft and imbue a totem at the same time that you meet its prerequisites. Starting at 10th level, some totems have additional effects known as Totemic Boosts. There are three types of Totemic Boosts, one for each totemic specialty: Enhancement Boosts, Elemental Boosts, and Restoration Boosts.</p><p><strong>Eagle Eye Totem</strong><br /><em>Prerequisite: 7th Level</em></p><p>When you plant this totem, it becomes invisible. As an action, you can see from the perspective of the totem until<br />the start of your next turn. During this time, you are blind with regard to your own senses. The totem has truesight to a distance of 15 feet and darkvision to a distance of 120 feet. This totem lasts up to 8 hours. Once you plant this totem,<br />you can&rsquo;t plant it again until you finish a long rest.</p><p><em><strong>Enhancement Boost:</strong> <strong>All-Seeing Eye.</strong></em> The totem has truesight to a distance of 120 feet. In addition, while using the totem, you can see up to 1 mile away with no difficulty and can discern even fine details as though looking at something no more than 100 feet away. Additionally, dim light doesn&rsquo;t impose disadvantage on your Wisdom (Perception) checks.</p><p><strong>Earthbind Totem</strong><br /><br />While this totem is planted, the ground underneath it becomes a churning quagmire and the 15 feet around it is treated as difficult terrain for hostile creatures. Once you plant this totem, you can&rsquo;t plant it again until you finish a short or long rest.<br /><br /><strong><em>Elemental Boost: Hungering Earth.</em></strong> When you plant this totem, each hostile creature within 15 feet of the totem must succeed on a Strength saving throw or be restrained while the totem remains planted. A creature restrained by the terrain can use its action to make a Strength check against your spell save DC. On a success, it frees itself.<br /><br /><strong>Elemental Blast Totem</strong><br /><br />When you plant this totem, choose one type of damage: acid, cold, fire, lightning, or thunder. As a bonus action on your turn, you can cause it to spit a bolt of elemental energy at a hostile creature you can see within 15 feet of the totem. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the chosen type. At Higher Levels. This totem&rsquo;s damage increases by 1d8 when you reach 5th level (2d8), and again when you reach 11th level (3d8), and 17th level (4d8).<br /><br /><em><strong>Elemental Boost: Malleable Blasts.</strong></em> This totem&rsquo;s damage ignores damage resistance. In addition, whenever you use the totem to attack, you can change the damage to a different type: acid, cold, fire, lightning, or thunder damage.&nbsp;</p><p><strong>Elemental Resistance Totem</strong><br /><em>Prerequisite: 7th level</em><br />When you plant this totem, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While within 15 feet of this totem, you and your allies have resistance to damage of the chosen type.</p><p><em><strong>Restoration Boost: Surging Waters.</strong> </em>When you or an ally take acid, cold, fire, lightning, or thunder damage, you can use your reaction to change the type of resistance granted by the totem to resistance of that type. This change occurs right before the damage is taken.</p><p><strong>Farcasting Totem</strong><br /><br />When you plant this totem, you can either infuse it with a shaman cantrip that you know or spend a shaman spell slot to infuse it with a shaman spell that you know. While the totem is planted, you can cast the infused spell as though you were in the totem&rsquo;s space without spending a spell slot, though you must use your own senses. If the spell has a range of touch, you can cast it on a target that you can see within 15 feet of the totem. If the spell has a range of self, you can choose a willing creature that you can see within 15 feet of the totem and treat it as if it were the caster. If the spell requires concentration,<br />you must maintain concentration for it. This totem lasts up to 1 hour. The totem is dismissed early when you cast the&nbsp; infused spell, unless the spell is a cantrip.<br /><br /><em><strong>Elemental Boost: Quickened Spell.</strong></em> If the infused spell has a casting time of 1 action, you can instead cast it as a bonus action.<br /><br /><strong>Grace of Air Totem</strong><br /><em>Prerequisite: 7th level</em><br /><br />While within 15 feet of this totem, you and your allies have a +2 bonus to ranged attack rolls. Once you plant this totem, you can&rsquo;t plant it again until you finish a long rest. <br /><br /><em><strong>Elemental Boost: Buffeting Winds.</strong></em> When you or an ally&nbsp;within 15 feet of the totem hits with a ranged attack, the target can be pushed up to 10 feet away. <br /><br /><em><strong>Restoration Boost: Warding Winds.</strong></em> Ranged attacks made against you and your allies within 15 feet of the totem have disadvantage.</p><p><strong>Grounding Totem</strong><br /><em>Prerequisite: 7th level</em><br />When a hostile creature within 15 feet of this totem casts a spell of 3rd level or lower, the spell fails and has no effect and the totem is dismissed. When a hostile creature within 15 feet of this totem casts a spell of 4th level or higher, and you are within 15 feet of the totem, you can use your reaction to spend a shaman spell slot. The spell has no effect if its level is less<br />than or equal to the level of the spell slot you used. When you do this, the totem is dismissed. Once you plant this totem, you can&rsquo;t plant it again until you finish a long rest.</p><p><strong>Guidance Totem</strong><br />When you plant this totem, you summon a wise and knowledgeable spirit. You and friendly creatures within 15 feet of the totem have advantage on Intelligence and Wisdom checks as they converse with the spirit to receive guidance and counsel.<br />Once you plant this totem, you must finish a long rest before you can plant it again. <br /><br /><em><strong>Restoration Boost: Foresight.</strong></em> The spirit also gives guidance to you and each creature of your choice within 15 feet of the totem about a future occurrence. Once, when the creature makes an ability check before they finish a long rest, they can choose to gain advantage on that roll. They must choose to do so before making the roll.</p><p><strong>Guardian Totem</strong><br />When a creature you can see attacks a target other than you within 15 feet of this totem, you can use your reaction to impose disadvantage on the attack roll using a spectral shield of force. Once you plant this totem, you can&rsquo;t plant it again until you finish a short or long rest.<br /><br /><em><strong>Enhancement Boost: Guardian Spirit.</strong></em> When you use your reaction in this way, the target gains half cover from the shield until the start of their next turn.</p><p><strong>Healing Stream Totem</strong><br />You can use a bonus action to cause a creature of your choice within 15 feet of this totem to regain 1 hit point. Once you plant this totem, you must finish a long rest before you can plant it again. At Higher Levels. This totem&rsquo;s healing increases to 1d4 when you reach 5th level, and again by 1d4 when you reach 11th (2d4), and 17th level (3d4).<br /><br /><em><strong>Restoration Boost: Shielding Swells.</strong></em> If a creature is already at maximum hit points when healed by this totem, they gain temporary hit points instead.</p><p><strong>Healing Tide Totem</strong><br /><em>Prerequisite: 12th Level</em><br /><br />When you plant this totem, you and each friendly creature within 15 feet of it immediately regain 3d8 hit points and the totem is dismissed. Once you plant this totem, you must finish a long rest before you can plant it again. At Higher Levels. This totem&rsquo;s healing increases by 1d8 when you reach 17th level (4d8).<br /><br /><em><strong>Restoration Boost: Cloudburst.</strong></em> Any creature healed by this totem can choose to immediately expend a number of Hit Dice up to your Wisdom modifier (minimum 1) and restore hit points just as they would after finishing a short rest.<br /><br /><strong>Hungering Spirit Totem</strong><br /><br />In exchange for power, you and your allies can feed some of your life essence to the spirits conjured by this totem. When you or an ally start their turn within 15 feet of this totem, they can choose to expend a number of Hit Dice up to your proficiency bonus. Until the totem is dismissed, attacks they make deal extra damage equal to the number of Hit Dice spent.Once you plant this totem, you must finish a long rest before you can plant it again.<br /><br /><em><strong>Enhancement Boost: Bloodlust.</strong></em> When you or an ally hit with an attack while within 15 feet of this totem, you (or they) can choose to expend a Hit Die. Roll the Hit Die and add it to the damage roll. Once a creature does this, it must finish a short or long rest before it can do so again.</p><p><strong>Lightning Rod Totem</strong><br /><em>Prerequisite: 7th level</em><br />Once per turn, when a hostile creature within 15 feet of the totem is hit with a weapon attack, it takes an extra 1d6 lightning damage. Once you plant this totem, you must finish a long rest before you can plant it again. At Higher Levels. This totem&rsquo;s damage increases by 1d6 when you reach 11th level (2d6), and again when you reach 17th level (3d6).<br /><br /><em><strong>Elemental Boost: Shock Seeker.</strong></em> When a creature takes the lightning damage caused by this totem, they have&nbsp; disadvantage on Dexterity saving throws against your spells until the start of their next turn.</p><p><em><strong>Enhancement Boost: Malleable Strikes.</strong></em> When you plant this totem, you can choose to change the type of damage<br />from lightning to one of the following types instead: acid, cold, fire, or thunder damage.</p><p><strong>Tempest Totem</strong> <br /><em>Prerequisite: 12th level</em><br />When you plant this totem, you can change the weather conditions within 1 mile of the totem, changing the precipitation, temperature, or wind by one stage as if with the control weather spell. This totem lasts 1 hour. When the totem is dismissed, the weather gradually returns to normal. Once you plant this totem, you must finish a long rest before you can plant it again. <br /><br /><em><strong>Elemental Boost: Storm Speaker.&nbsp;</strong></em>You can change the weather within 2 miles of the totem and may alter the precipitation, temperature, or wind by up to two stages, instead of one.</p><p><strong>Tower Totem</strong></p><p>When you plant this totem on a surface, a spectral tower rises from it. The tower is 15-feet wide on each side and rises to a height of your choice up to 30 feet, lifting the totem and anything in its space. The tower stops rising before it reaches 30 feet if it or something on it touches another surface. Though the tower is magical in nature, it takes on the appearance and feel of the surface it was placed upon and requires a successful DC 10 Strength (Athletics) check to climb. When the totem is dismissed, the tower lowers back to the surface until it disappears.<br /><br /><em><strong>Enhancement Boost: Sky Scraper.</strong></em> When you plant the totem, you can make the tower rise up to 60-feet high. In addition, you can use an action to change the height of the tower to be between 1 and 60 feet.</p><p><em><strong>Elemental Boost: Lightning Bound.</strong> </em>A hostile creature that begins climbing the side of the tower or ends its turn on the tower must each make a Constitution saving throw, taking 3d8 points of lightning damage on a failed save, or half as much on a successful one. If a creature that fails this saving throw had to make a Strength (Athletics) check to climb the tower, it must make a DC 10 Strength (Athletics) check or fall. <br /><br /><strong>Tranquility Totem</strong><br /><br />While within 15 feet of this totem, a creature can finish a short rest in 30 minutes or a long rest in 4 hours. In addition, creatures that need sleep only require half the usual amount. A creature doesn&rsquo;t receive these benefits if it spends more than 10 minutes outside of the totem&rsquo;s radius during the short or long rest. <br /><br /><strong>Resolution Totem</strong><br /><br />While within 15 feet of the totem, you and your allies have advantage on saving throws made against charm, fear, or sleep effects from spells or abilities. <br /><br /><em><strong>Restoration Boost: Cleansing Waves.</strong></em> While within 30 feet of the totem, you can use a bonus action on your turn to remove one of the following temporary conditions from another creature within 30 feet of the totem: blinded, charmed, deafened, frightened, poisoned, or stunned. <br /><br /><strong>Sanctuary Totem</strong><br /><em>Prerequisite: 7th level</em><br />While this totem is planted, all creatures and objects within 15 feet of the totem are invisible to creatures further than 15 feet away from the totem. The effect ends for 1 minute if a creature within 15 feet of the totem makes an attack or casts a spell. This totem lasts for up to 8 hours. Once you plant this totem, you must finish a long rest before you can plant it again.<br /><br /><em><strong>Restoration Boost: Cave of Respite.</strong></em> You and friendly creatures that finish a short or long rest while within 15 feet of this totem gain temporary hit points equal to half your shaman level plus your Wisdom modifier. A creature doesn&rsquo;t receive this benefit if they spend more than 10 minutes outside the effect of this totem during the rest. <br /><br /><strong>Skyfury Totem</strong><br /><em>Prerequisite: 7th level</em><br />Your attacks, and the attacks of friendly creatures score a critical hit on a roll of 19 or 20 while within 15 feet of this totem. If an affected creature normally scores a critical hit on a roll of 19 or 20, then they score a critical hit on a roll of 18&ndash;20; if they normally score a critical hit on a roll of 18&ndash;20, then they score a critical hit on a roll of 17&ndash;20. Once you plant this totem, you can&rsquo;t plant it again until you finish a long rest. <br /><br /><em><strong>Elemental Boost: Seismic Strikes.</strong></em> When a creature under the effects of this totem scores a critical hit with a ranged attack, they can roll one additional damage die when determining the extra damage for the critical hit. <br /><br /><em><strong>Enhancement Boost: Thundering Blows.</strong></em> When a&nbsp;creature under the effects of this totem scores a critical hit with a melee attack, they can roll one additional damage die when determining the extra damage for the critical hit.<br /><br /><strong>Stoneskin Totem</strong></p><p>When you plant this totem, choose one type of damage: bludgeoning, piercing, or slashing. You and your allies have resistance to damage of the chosen type dealt by nonmagical weapons while within 15 feet of this totem. <br /><br /><em><strong>Enhancement Boost: Earthen Shield.</strong></em> You and your&nbsp;allies have resistance to all bludgeoning, piercing, and slashing damage dealt by nonmagical weapons while within 15 feet of this totem. <br /><br /><strong>Stunning Surge Totem<br /></strong><em>Prerequisite: 7th level</em></p><p>When you plant this totem in the ground, hostile creatures within 15 feet must make a Constitution saving throw or become stunned until the end of their next turn. Once you plant this totem, you must finish a short or long rest before you can plant it again. <br /><br /><em><strong>Enhancement Boost: Static Charge.</strong></em> While within 15 feet of the totem, you can use your action to repeat the effect as if you had planted the totem again. A creature that has been stunned by this totem before has advantage on the saving throw.</p><p><strong>Tempest Totem</strong><br /><em>Prerequisite: 12th level</em><br /><br />When you plant this totem, you can change the weather conditions within 1 mile of the totem, changing the precipitation, temperature, or wind by one stage as if with the control weather spell. This totem lasts 1 hour. When the totem is dismissed, the weather gradually returns to normal. Once you plant this totem, you must finish a long rest before you can plant it again.<br /><br /><em><strong>Elemental Boost: Storm Speaker.</strong></em> You can change the weather within 2 miles of the totem and may alter the precipitation, temperature, or wind by up to two stages,<br />instead of one.<br /><br /><strong>Tower Totem</strong><br />When you plant this totem on a surface, a spectral tower rises from it. The tower is 15-feet wide on each side and rises to a height of your choice up to 30 feet, lifting the totem and anything in its space. The tower stops rising before it reaches 30 feet if it or something on it touches another surface. Though the tower is magical in nature, it takes on the appearance and feel of the surface it was placed upon and requires a successful DC 10 Strength (Athletics) check to climb. When the totem is dismissed, the tower lowers back to the surface until it disappears. <br /><br /><em><strong>Enhancement Boost: Sky Scraper.</strong></em> When you plant the&nbsp;totem, you can make the tower rise up to 60-feet high. In&nbsp;<br />addition, you can use an action to change the height of the tower to be between 1 and 60 feet. <br /><br /><em><strong>Elemental Boost: Lightning Bound.</strong></em> A hostile creature that begins climbing the side of the tower or ends its turn on the tower must each make a Constitution saving throw, taking 3d8 points of lightning damage on a failed save, or half as much on a successful one. If a creature that fails this saving throw had to make a Strength (Athletics) check to climb the tower, it&nbsp; must make a DC 10 Strength (Athletics) check or fall. <br /><br /><strong>Tranquility Totem<br /></strong><br />While within 15 feet of this totem, a creature can finish a short rest in 30 minutes or a long rest in 4 hours. In addition, creatures that need sleep only require half the usual amount. A creature doesn&rsquo;t receive these benefits if it spends more than 10 minutes outside of the totem&rsquo;s radius during the short or long rest.Once you plant this totem, you must finish a long rest before you can plant it again.</p><p><em><strong>Enhancement Boost: Mountainous Endurance.</strong></em> Each creature that finishes a long rest under the effect of this totem has advantage on Constitution checks made to avoid exhaustion from traveling for more than 8 hours in a day. This benefit lasts until it finish a long rest. In addition, each creature can travel at a fast pace without taking a penalty on passive Wisdom (Perception) scores.&nbsp;</p><p><em><strong>Restoration Boost: Restful Regrowth.</strong></em> Each creature that finishes a short rest under the effect of this totem and spends one or more Hit Dice regains additional hit points as if they had spent one additional Hit Die. Each creature that finishes a long rest under the effect of this totem regains additional Hit Dice equal to your Wisdom modifier. Additionally, each creature that finishes a long rest under the effect of this totem reduces their exhaustion level by 2, rather than 1.<br /><br /><strong>Traversal Totem</strong><br /><br />When you plant this totem, you can create a stretch of special terrain that begins from where you planted the totem, extending up to 30 feet long and 5 feet wide, shaped in any way you choose. This terrain might manifest itself in the form of vines growing up a wall, tree roots forming a bridge, lily pads or ice floating on water, a path of clouds floating in the air, or some other phenomenon of your choice. It acts as a solid surface that can be walked and climbed on, though any creature can freely pass through it if they choose to. The terrain disappears when the totem is dismissed.<br /><br /><em><strong>Elemental Boost: Earth Shaper.</strong></em> The stretch of terrain can be up to 60 feet long. <br /><br /><em><strong>Enhancement Boost:</strong></em> Zephyr Steps. You and your allies have advantage on Dexterity (Acrobatics) checks while on the special terrain. In addition, climbing the terrain&nbsp;doesn&rsquo;t cost you or your allies extra movement.<br /><br /><strong>Volcanic Totem</strong><br /><em>Prerequisite: 7th level</em><br /><br />When you plant this totem, it begins glowing with malevolent orange light. As a bonus action on your turn, you can cause it to erupt in an explosion of fire. Each creature within 15 feet of the totem must make a Dexterity saving throw, taking 8d6 points of fire damage on a failed save or&nbsp;half as much on a successful one. The totem is dismissed when you do this.<br />Once you plant this totem, you must finish a long rest before you can plant it again. At Higher Levels. This totem&rsquo;s damage increases by 1d6 when you reach 11th level (9d6), and again when you reach 17th level (10d6).<br /><br /><em><strong>Elemental Boost: Lava Bed.</strong></em> After you cause the totem to erupt, the area within 15 feet of the totem becomes difficult terrain for the next minute. Any creature that enters the area or ends its turn there takes 1d6 fire damage. A creature can take this damage only once per turn. <br /><br /><strong>Voodoo Totem</strong></p><p>When you plant this totem, choose an ability. Creatures of your choice within 15 feet of this totem have disadvantage on ability checks made with the chosen ability. <br /><br /><em><strong>Enhancement Boost: Grave Strikes.</strong></em> Once per turn,&nbsp;when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the hostile creature takes an extra 1d6 necrotic damage. This damage increases to 2d6 at 17th level. <br /><br /><em><strong>Restoration Boost: Rip Tide.</strong></em> Once per turn, when a friendly creature within 15 feet of the totem hits a hostile<br />creature within 15 feet of the totem, the friendly creature&nbsp;regain 1d6 hit points. This healing increases to 2d6 at<br />17th level.<br /><br /><strong>Windfury Totem</strong><br /><em>Prerequisite: 12th level</em><br /><br />While within 15 feet of this totem, you and your allies gain a +2 bonus to AC and may make one additional weapon attack whenever taking the Attack action. Once you plant this totem, you must finish a long rest before you can plant it again.<br /><br /><em><strong>Enhancement Boost: Static Frenzy.</strong></em> Creatures under the effect of this totem have advantage on Dexterity saving throws. In addition, their speed is doubled until the end of their turn.</p>",
            "hit_die": "",
            "id": 9181,
            "name": "Shaman - Totems",
            "proficiencies": "",
            "reference": "Usergen",
            "type": "base"
        }
    ],
    [],
    [
        {
            "alignment": "Neutral Good",
            "base_attack": "1d6 ",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Aarakocra</h2><p>Medium humanoid (aarakocra), neutral good</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points 13</strong> (3d8)</p><p><strong>Speed</strong> 20 ft. , fly 50 ft.</p><table style=\"height: 40px;\" width=\"232\"><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>10(+0)</td><td>14(+2)</td><td>10(+0)</td><td>11(+0)</td><td>12(+1)</td><td>11(+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>Languages</strong> Auran</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Dive Attack</strong>. If the aarakocra is flying and dives at least 30 fe et</p><p>straight toward a target an d then hits it with a melee weapon</p><p>attack, the attack dea ls an extra 3 (1d6) damage to th e target.</p><p><strong>ACTIONS</strong></p><p><strong>Talon</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.</p><p>Hit: 4 (ld4 + 2) slashing damage .</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or</p><p>range 30/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.</p><p>&nbsp;</p><p><strong>Aarakocra range the Howling Gyre</strong>, an endless storm</p><p>of mighty winds and lashing rains that surrounds the</p><p>tranquil realm of Aaqa in the Elemental Plane of Air.</p><p>Making aerial patrols, these birdlike humanoids guard</p><p>the windy borders of their home against invaders from</p><p>the Elemental Plane of Earth, such as gargoyles, their</p><p>sworn enemies.</p><p>&nbsp;</p><p><strong>Enemies of Elemental Evil</strong>. In service to the Wind</p><p>Dukes of Aaqa, aarakocra scout the planes in search</p><p>of temples of Elemental Evil. They spy on malign</p><p>elemental creatures and then either take the fi ght to</p><p>those creatures or report back to the Wind Dukes.</p><p>&nbsp;</p><p><strong>On the Material Plane</strong>, aarakocra create aeries atop</p><p>the highest mountains, especially peaks near portals</p><p>to the Elemental Plane of Air. From such heights,</p><p>aarakocra watch for signs of elemental incursions,</p><p>as well as for nascent threats to their home plane.</p><p>Aarakocra prefer to live their lives like the wind-<br />unburdened and ever moving- yet they watch over a</p><p>region for years if that's what it takes to guard against</p><p>the incursions of Elemental Evil.</p><p>&nbsp;</p><p><strong>Aarakocra have no concept</strong> of political borders or</p><p>property ownership, and the value of gems, gold, and</p><p>other precious materials means little to aarakocra. In</p><p>their eyes, a creature should use what is necessary and</p><p>then cast what is left on the wind for others to use.</p><p>&nbsp;</p><p><strong>Search for the Seven Shards</strong>. The Wind Dukes</p><p>of Aaqa come from a race of elemental beings called</p><p>the vaati, which once ruled many worlds. A creature</p><p>known as the Queen of Chaos arose and initiated an</p><p>interplana r war against vaati rule. To combat the threat,</p><p>seven vaati heroes combined their powers to create</p><p>the mighty Rod of Law. In a battle against the queen's</p><p>greatest general, Mishka the Wolf Spider, a vaati killed</p><p>Mishka by thrusting the rod into him like a spear. The</p><p>rod shattered into seven shards that scattered across</p><p>the multiverse. Aaracokra seek signs of the pieces'</p><p>locations in order to rebuild what is now know as the</p><p>Rod of Seven Parts.</p><p>&nbsp;</p><p><strong>SUMMONING AIR ELEMENTALS</strong></p><p>Five aarakocra within 30 feet of each other can magically</p><p>summon an air elemental. Each of the five must use its</p><p>action and movement on three consecutive turn s to perform</p><p>an aerial dance and must maintain concentration while</p><p>doing so (as if concentrating on a spell). When all five have</p><p>finished their third turn of the dance, the elemental appears</p><p>in an unoccupied space within 60 feet of them. It is fri endly</p><p>toward them and obeys their spoken commands. It remains</p><p>for 1 hour, until it or all its summoners die, or until any of</p><p>its summoners dismisses it as a bonus action . A summoner</p><p>can't perform the dance again until it finishe s a short rest.</p><p>When the elemental returns to the Elemental Plane of Air, any</p><p>aarakocra within 5 feet of it can return with it.</p><p>&nbsp;</p>",
            "hit_dice": "13 (3d8)",
            "id": 10150,
            "initiative": "",
            "name": "Aarakocra",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Banshee</h2><p>Medium undead, chaotic evil</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 58 (13d8)</p><p><strong>Speed</strong> 0 ft., fly 40ft. (hover)</p><table style=\"height: 53px;\" width=\"307\"><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>1 (-5)</td><td>14 (+2)</td><td>10 (+0)</td><td>12 (+1)</td><td>11 (+0)</td><td>17 (+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> Wis +2, Cha +4</p><p><strong>Damage Resistances</strong> acid, fire, lightning, thunder; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> cold, necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened,</p><p>grappled, paralyzed, petrified, poisoned, prone, restrained</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Common, Elvish</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Detect Life</strong>. The banshee can magically sense the presence</p><p>of living creatures up to 5 miles away. She knows the general</p><p>direction they're in but not their exact locations.</p><p><strong>Incorporeal Movement</strong>. The banshee can move through 0ther</p><p>creatures and objects as if they were difficult terrain. She takes</p><p>5 (1d10) force damage if she ends he~ turn inside an object.</p><p>&nbsp;</p><p><strong>ACTIONS</strong></p><p><strong>Corrupting Touch</strong>. Melee Spell Attack: +4 to hit, reach 5 ft., one</p><p>target. Hit: 12 (3d6 + 2) necrotic damage.</p><p><strong>Horrifying Visage</strong>. Each non-undead creature within 60 feet of</p><p>the banshee that can see her must succeed on a DC 13 Wisdom</p><p>saving throw or be frightened for 1 minute. A frightened target</p><p>can repeat the saving throw at the end of each of its turns,</p><p>with disadvantage if the banshee is within line of sight, ending</p><p>the effect on itself on a success. If a target's saving throw is</p><p>successful or the effect ends for it, the target is immune to the</p><p>banshee's Horrifying Visage for the next 24 hours.</p><p><strong>Wail</strong> (1fDay). The banshee releases a mournful wail, provided</p><p>that she isn't in sunlight. This wail has no effect on constructs</p><p>and undead. Al l other creatures within 30 feet of her that can</p><p>hear her must make a DC 13 Constitution saving throw. On</p><p>a failure, a creature drops to 0 hit points. On a success, a</p><p>creature takes 10 (3d6) psychic damage.</p><p>&nbsp;</p><p><strong>When night falls</strong>, unlucky travelers hear the faint cries</p><p>of the forlorn dead. This woeful spirit is a banshee, a</p><p>spiteful creature formed from the spirit of a female elf.</p><p>&nbsp;</p><p><strong>Banshees appears</strong> as luminous, wispy forms that</p><p>vaguely recall their mortal features. A banshee's face is</p><p>wreathed in a wild tangle of hair, its body clad in wispy</p><p>rags that flutter and stream around it.</p><p>&nbsp;</p><p><strong>Divine Wrath</strong>. Banshees are the undead remnants of</p><p>elves who, blessed with great beauty, failed to use their</p><p>gift to bring joy to the world. Instead, they used their</p><p>beauty to corrupt and control others. Elves afflicted by</p><p>the banshee's curse experience no gladness, feeling</p><p>only distress in the presence of the Jiving. As the curse</p><p>takes its toll, their minds and bodies decay, until death</p><p>completes their transformation into undead monsters.</p><p>&nbsp;</p><p><strong>Sorrow Bound</strong>. A banshee becomes forever bound to</p><p>the place of its demise, unable to venture more than five</p><p>miles from there. It is forced to relive every momerit of</p><p>its life ~ith perfect recall, yet always refuses to accept</p><p>responsibility for. its doom.</p><p>&nbsp;</p><p><strong>Beauty Hoarders</strong>. The vanity that inspired the</p><p>banshee's cursed creatipn persists in undeath. These</p><p>creatures covet beautiful objects: fine je~elry, paintings,</p><p>statues, and other objects of art. At the same time, a</p><p>banshee abhors any mirrored surface, for it can't bear to</p><p>see the horror_ of its own existence. A single glimpse of \\</p><p>itself is enough to send a banshee into a rage. )</p><p>&nbsp;</p><p><strong>Undead Nature</strong>. A banshee doesn't require air, food,</p><p>drink, or sleep.</p>",
            "hit_dice": "",
            "id": 10151,
            "initiative": "",
            "name": "Banshee ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Beholder</h2><p>Large aberration, lawful evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 180 (19d10 + 76)</p><p><strong>Speed</strong> 0 ft., fly 20ft. (hover)</p><table style=\"height: 75px;\" width=\"299\"><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><p>10 (+0)</p></td><td>14(+2)</td><td>18(+4)</td><td>17(+3)</td><td>15(+2)</td><td>17(+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> lnt +8, Wis +7, Cha +8</p><p><strong>Skills</strong> Perception +12</p><p><strong>Condition Immunities</strong> prone</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 22</p><p><strong>Languages</strong> Deep Speech, Undercommon</p><p>Challenge 13 (10,000 XP)</p><p><strong>Antimagic Cone</strong>. The beholder's central eye creates an area of</p><p>antimagic, as in the anti magic field spell, in a 150-foot cone. At</p><p>the start of each of its turns, the beholder decides which way</p><p>the cone faces and whether the cone is active. The area works</p><p>against the beholder's own eye rays.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 14 (4d6) piercing damage .</p><p><strong>Eye Rays</strong>. The beholder shoots three of the following magical</p><p>eye rays at random (reroll duplicates), choosing one to three</p><p>targets it can see within 120 feet of it:</p><p><strong>1. Charm Ray</strong>. The targeted creature must succeed on a DC</p><p>16 Wisdom saving throw or be charmed by the beholder for 1</p><p>hour, or until the beholder harms the creature.</p><p><strong>2. Paralyzing Ray</strong>. The targeted creature mu st succeed on a</p><p>DC 16 Constitution saving throw or be paralyzed for 1 minute.</p><p>The target can repeat the saving throw at the end of each of its</p><p>turns, ending the effect on itself on a success.</p><p><strong>3. Fear Ray</strong>. The targeted creature must succeed on a DC 16</p><p>Wisdom saving throw or be frightened for 1 minute. The target</p><p>can repeat the saving throw at the end of each of its turns,</p><p>ending the effect on itself on a success.</p><p><strong>4. Slowing Ray</strong>. The targeted creature must succeed on a</p><p>DC 16 Dexterity saving throw. On a failed save, the target's</p><p>speed is halved for 1 minute . In addition, the creature can't</p><p>take reactions, and it can take either an action or a bonus</p><p>action on its turn, not bofh. The creature can repeat the saving</p><p>throw at the end of each of its turns, ending the effect 0n itself</p><p>on a success.</p><p><strong>5. Enervation Ray</strong>. The targeted creature mu st make a DC 16</p><p>Constitution saving throw, taking 36 (8d8) necrotic damage on</p><p>a failed save, or half as much damage on a successful one.</p><p><strong>6. Telekinetic Ray</strong>. If the target is a creature, it must succeed</p><p>on a DC 16 Strength saving throw or the beholder moves</p><p>it up to 30 feet in any direction. It is restrained by the ray's</p><p>telekinetic grip until the start of the beholder's next turn or</p><p>until th e beholder is incapacitated .</p><p>If the target is an object weighing 300 pounds or less that</p><p>isn't being worn or carried, it is moved up to 30 feet in any</p><p>direction . The beholder can also exert fine control on objects</p><p>with this ray, such as manipulating a simple tool or opening a</p><p>door or a container.</p><p><strong>7. Sleep Ray</strong>. The targeted creature must succeed on a DC 16</p><p>Wisdom saving throw or fall asleep and remain unconscious</p><p>for 1 minute . The target awakens if it takes damage or another</p><p>creature takes an action to wake it. This ray has no effect on</p><p>constructs and undead.</p><p><strong>8. Petrification Ray</strong>. The targeted creature must make a DC</p><p>16 Dexterity saving throw. On a failed save, the creature begins</p><p>to turn to stone and is restrained. It mu st repeat the saving</p><p>throw at the end of its next turn. On a success, the effect ends.</p><p>On a failure , the creature is petrified until freed by the greater</p><p>rest.oration spell or other magic.</p><p><strong>9. Disintegration Ray</strong>. If the target is a creature, it must</p><p>succeed on a DC 16 Dexterity saving throw or take 45 (10d8)</p><p>force damage. If this damage reduces the creature to 0 hit</p><p>points, its body becomes a pile of fine gray dust.</p><p>If the target is a Large or smaller non magical object or</p><p>creation of magical force, it is disintegrated without a saving</p><p>throw. If th e target is a Huge or larger object or creation of</p><p>magical force, this ray disintegrates a 10-foot cube of it.</p><p><strong>10. Death Ray</strong>. The targeted creature must succeed on a DC</p><p>16 Dexterity saving throw or take 55 (10d10) necrotic damage.</p><p>The target dies if the ray reduces it to 0 hit points.</p><p><strong>LEGENDARY ACTIONS</strong></p><p>The beholder can take 3 legendary actions, using the Eye Ray</p><p>option below. It can take only one legendary action at a time</p><p>and only at the end of another creature's turn . The beholder</p><p>regains spent legendary actions at the start of its turn.</p><p><strong>Eye Ray</strong>. The beholder uses one random eye ray.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 10152,
            "initiative": "",
            "name": "Beholder",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Death Tyrant</h2><p>Large undead, lawful evil</p><p><strong>Armor Class</strong> 19 (natural armor)</p><p><strong>Hit Points</strong> 187 (25d10 +50)</p><p><strong>Speed</strong> 0 ft., fly 20ft. (hover)</p><table style=\"height: 40px;\" width=\"356\"><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>10 (+0)</td><td>14 (+2)</td><td>14 (+2)</td><td>19 (+4)</td><td>15 (+2)</td><td>19 (+4)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +5, Con +7, lnt +9, Wis +7, Cha +9</p><p><strong>Skills</strong> Perception +12</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, paralyzed,</p><p>petrified, poisoned, prone</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 22</p><p><strong>Languages</strong> Deep Speech, Undercommon</p><p><strong>Challenge</strong> 14 (11 ,500 XP)</p><p><strong>Negative Energy Cone</strong>. The death tyrant's central eye emits an</p><p>invisible, magical150-foot cone of negative energy. At the start</p><p>of each of its turns, the tyrant decides which way the cone faces</p><p>and whether the cone is active.</p><p>Any creature in that area can't regain hit points. Any</p><p>humanoid that dies there becomes a zombie under the tyrant's</p><p>command. The dead humanoid retains its place in the initiative</p><p>order and animates at the start of its next turn, provided that</p><p>its body hasn't been completely destroyed.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p><strong>Hit</strong>: 14 (4d6) piercing damage.</p><p><strong>Eye Rays</strong>. The death tyrant shoots three of the following</p><p>magical eye rays at random (reroll duplicates), choosing one to</p><p>three targets it can see within 120 feet of it:</p><p><strong>1. Charm Ray</strong>. The targeted creature must succeed on a DC</p><p>17 Wisdom saving th row or be charmed by the tyrant for 1</p><p>hour, or until the beholder harms the creature.</p><p><strong>2. Paralyzing Ray</strong>. The targeted creature must succeed on a</p><p>DC 17 Constitution saving throw or be paralyzed for 1 minute.</p><p>The target can repeat the saving throw at the end of each of its</p><p>turns, ending the effect on itself on a success.</p><p><strong>3. Fear Ray</strong>. The targeted creature must succeed on a DC 17</p><p>Wisdom saving throw or be frightened for 1 minute. The target</p><p>can repeat the saving throw at the end of each of its turns,</p><p>ending the effect on itself on a success.</p><p><strong>4. Slowing Ray</strong>. The targeted creature must succeed on a</p><p>speed is halved for 1 minute. In addition, the creature can't</p><p>take reactions, and it can take either an action or a bonus</p><p>action on its turn, not both. The creature can repeat the saving</p><p>throw at the end of each of its turns, ending the effect on itself</p><p>on a success.</p><p><strong>5. Enervation Ray</strong>. The targeted creature must make a DC 17</p><p>Constitution saving throw, taking 36 (8d8) necrotic damage on</p><p>a failed save, or half as much damage on a successful one.</p><p><strong>6. Telekinetic Ray</strong>. If the target is a creature, it must succeed</p><p>on a DC 17 Strength saving throw or the tyrant moves it up to</p><p>30 feet in any direction. The target is restrained by the ray's</p><p>telekinetic grip until the start of the tyrant's next turn or until</p><p>the tyrant is incapacitated.</p><p>If the target is an object weighing 300 pounds or less that</p><p>isn't being worn or carried, it is moved up to 30 feet in any</p><p>direction. The tyrant can also exert fine control on objects with</p><p>this ray, such as manipulating a simple tool or opening a door</p><p>or a container.</p><p><strong>7. Sleep Ray</strong>. The targeted creature must succeed on a DC 17</p><p>Wisdom saving throw or fall asleep and remain unconscious</p><p>for 1 minute. The target awakens if it takes damage or another</p><p>creature takes an action to wake it. Th is ray has no effect on</p><p>constructs and undead.</p><p><strong>8. Petrification Ray</strong>. The targeted creature must make a DC</p><p>17 Dexterity saving throw. On a failed save, the creature begins</p><p>to turn to stone and is restrained. It must repeat the saving</p><p>throw at the end of its next turn. On a success, the effect ends.</p><p>On a fa ilure, the creature is petrified until freed by the greater</p><p>restoration spell or other magic.</p><p><strong>9. Disintegration Ray</strong>. If the target is a creature, it must</p><p>succeed on a DC 17 Dexterity saving throw or take 45 (l0d8)</p><p>force damage. If this damage reduces the creature to 0 hit</p><p>points, its body becomes a pile of fine gray dust.</p><p>If the target is a Large or smaller non magical object or</p><p>creation of magical force, it is disintegrated without a saving</p><p>throw. If the target is a Huge or larger object or creation of</p><p>magical force, this ray disintegrates a 10&middot;foot cube of it.</p><p><strong>10. Death Ray</strong>. The targeted creatu re must succeed on a DC</p><p>17 Dexterity saving throw or take 55 (10d10) necrotic damage.</p><p>The target dies if the ray reduces it to 0 hit points.</p><p><strong>LEGENDARY ACTIONS</strong></p><p>The death tyrant can take 3 legendary actions, using the Eye</p><p>Ray option below. It can take only one legendary action at a</p><p>time and only at the end of another creature's turn. The tyrant</p><p>regains spent legendary actions at the start of its turn.</p><p><strong>Eye Ray</strong>. The beholder uses one random eye ray.</p>",
            "hit_dice": "",
            "id": 10153,
            "initiative": "",
            "name": "Death Tyrant ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>spectator</h2><p>Medium aberration, lawful neutral</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 39 (6d8 + 12)</p><p><strong>Speed</strong> 0 ft., fly 30ft. (hover)</p><table style=\"height: 40px;\" width=\"513\"><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>8 (- 1)</td><td>14 (+2)</td><td>14 (+2)</td><td>13 (+1)</td><td>14 (+1)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +6</p><p><strong>Condition Immunities</strong> prone</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Deep Speech, Undercommon, telepathy 120 ft.</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Bite</strong>. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.</p><p><strong>Hit</strong>: 2 (1d6- 1) piercing damage.</p><p><strong>Eye Rays</strong>. The spectator shoots up to two of the following</p><p>magical eye rays at one or two creatures it can see within 90</p><p>feet of it. It can use each ray only once on a turn.</p><p><strong>1. Confusion Ray</strong>. The target must succeed on a DC 13</p><p>Wisdom saving throw, or it can't take reactions until the end</p><p>of its next turn. On its turn, the target can't move, and it uses</p><p>determined creature within ran ge. If the target can't attack, it</p><p>does nothing on its turn.</p><p><strong>2. Paralyzing Ray</strong>. The target must succeed on a DC 13</p><p>Constitution saving throw or be paralyzed for 1 minute. The</p><p>target can repeat the saving throw at the end of each of its</p><p>turns, ending the effect on itself on a success.</p><p><strong>3. Fear Ray</strong>. The target must succeed on a DC 13 Wisdom</p><p>saving throw or be frightened for 1 minute. The target can</p><p>repeat the saving throw at the end of each of its turns, with</p><p>disadvantage if the spectator is visible to the target, ending the</p><p>effect on itself on a success.</p><p><strong>4. Wounding Ray</strong>. The target must make a DC 13 Constitution</p><p>saving throw, taking 16 (3d10) necrotic damage on a failed</p><p>save, or half as much damage on a successful one.</p><p>Create Food and Water. The spectator magically creates</p><p>enough food and water to sustain itself for 24 hours.</p><p><strong>REACTIONS</strong></p><p><strong>Spell Reflection</strong>. If the spectator makes a successful saving</p><p>throw against a spell, or a spell attack misses it, the spectator</p><p>can choose another creature (including the spellcaster) it can</p><p>see within 30 feet of it. The spell targets the chosen creature</p><p>instead of the spectator. If the spell forced a saving throw, the</p><p>chosen creature makes its own save. If the spell was an attack,</p><p>the attack roll is rerolled against the chosen creature.</p><p>&nbsp;</p><p><strong>A spectator</strong> is a lesser beholder that is summoned</p><p>from another plane of existence by a magical ritual, the</p><p>components of which include four beholder eyestalks</p><p>that are consumed by the ritual's magic. Appropriately,</p><p>a spectator has four eyes talks, two on each side of the</p><p>wide eye at the center of its four-foot diameter body.</p><p>&nbsp;</p><p><strong>Magical Guardians</strong>. A summoned spectator guards</p><p>a location or a treasure of its summoner's choice</p><p>for 101 years, allowing no creature but its</p><p>summoner to enter the area or access the item,</p><p>unless the summoner instructed otherwise. If</p><p>the item is stolen or destroyed before the years</p><p>have all passed, a summoned spectator vanishes.</p><p>It otherwise never abandons its post.</p><p>&nbsp;</p><p><strong>Glimmers of Madness</strong>. Though it can speak, a</p><p>spectator communicates primarily by way of telepathy. It</p><p>is civil while on guard, openly discussing its orders and</p><p>its summoner. However, even a brief conversation with</p><p>a spectator is enough to reveal quirks in its personality</p><p>brought on by its years of isolation. It might invent</p><p>imaginary enemies, refer to itself in the third person, or</p><p>try to adopt the voice of its summoner.</p><p>&nbsp;</p><p><strong>Like any beholder</strong>, a spectator views itself as the</p><p>epitome of its kind, and it has an intense hatred of other</p><p>spectators. If two spectators encounter one another,</p><p>they almost always fight to the death.</p><p>&nbsp;</p><p><strong>Freed from Service</strong>. When a spectator has fulfilled</p><p>its service, it is free to do as it pleases. Many take</p><p>up residence in the places they previously guarded,</p><p>especially if their summoners have died. With the</p><p>spectator's loss of purpose, the flickers of madness it</p><p>dis~layed during its servitude flourish.</p>",
            "hit_dice": "",
            "id": 10154,
            "initiative": "",
            "name": "Spectator ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>twig blight</h2><p>Small plant, neutral evil</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 4 (ld6 + 1)</p><p><strong>Speed</strong> 20ft.</p><table style=\"height: 53px;\" width=\"270\"><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>6 (-2)</td><td>13 (+1)</td><td>12 (+1)</td><td>4 (-3)</td><td>8 (-1)</td><td>3 (- 4)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +3</p><p><strong>Damage Vulnerabilities</strong> fire</p><p><strong>Condition Immunities</strong> blinded, deafened</p><p><strong>Senses</strong> blindsight 60ft. (blind beyond this radius),</p><p>passive Perception 9</p><p><strong>Languages</strong> understands Common but can't speak</p><p><strong>Challenge</strong> 1f8 (25 XP)</p><p><strong>False Appearance</strong>. While the blight remains motionl ess, it is</p><p>indistinguishable from a dead shrub.</p><p><strong>ACTIONS</strong></p><p><strong>Claws</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.</p><p>Hit: 3 (1d4 + 1) piercing damage.</p><p>&nbsp;</p><p><strong>Twig blights</strong> can root in soil, which they do when living</p><p>prey are scarce. While rooted, they resemble woody</p><p>shrubs. When it pulls its roots free of the ground to</p><p>move, a twig blight's branches twist together to form a</p><p>humanoid-looking body with a head and limbs.</p><p>&nbsp;</p><p><strong>Twig blights seek</strong> out campsites and watering holes,</p><p>rooting there to set up ambushes for potential victims</p><p>coming to drink or rest. Huddled together in groups,</p><p>twig blights blend in with an area's natural vegetation or</p><p>with piles of debris or firewood.</p><p>Given how dry they are, twig blights are particularly</p><p>susceptible to fire.</p>",
            "hit_dice": "",
            "id": 10155,
            "initiative": "",
            "name": "Twig Blight ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Needle Blight</h2><p>Medium plant, neutral evil</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 11 (2d8 + 2)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 40px;\" width=\"366\"><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>12 (+1)</td><td>13 (+1)</td><td>4 (-3)</td><td>8 (-1)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Condition Immunities</strong> blinded, deafened</p><p><strong>Senses</strong> blindsight 60ft. (blind beyond this radius),</p><p>passive Perception 9</p><p><strong>Languages</strong> understands Common but can't speak</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Claws</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.</p><p>Hit: 6 (2d4 + 1) piercing damage.</p><p><strong>Needles</strong>. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one</p><p>target. Hit: 8 (2d6 + 1) piercing damage.</p><p>&nbsp;</p><p><strong>In the shadows of a forest</strong>, needle blights might</p><p>be taken at a distance for shuffling, hunched</p><p>humanoids. Up close, these creatures reveal</p><p>themselves as horrid plants whose conifer-like</p><p>needles grow across their bodies in quivering</p><p>clumps. A needle blight lashes out with these</p><p>needles or launches them as an aerial assault that</p><p>can punch through armor and flesh.</p><p>&nbsp;</p><p><strong>When needle blights detect a threat</strong>, they loose a</p><p>pollen that the wind carries to other needle blights</p><p>throughout the forest. Alerted to their foes' location,</p><p>needle blights converge from all sides to drench their</p><p>roots in blood.</p></div>",
            "hit_dice": "",
            "id": 10156,
            "initiative": "",
            "name": "Needle Blight ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>vine blight</h2><p>Medium plant, neutral evil</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 26 (4d8 + 8)</p><p><strong>Speed</strong> 10ft.</p><table style=\"height: 40px;\" width=\"397\"><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>15 (+2)</td><td>8 (-1)</td><td>14 (+2)</td><td>5 (-3)</td><td>10 (+0)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Skills</strong> Stealth + 1</p><p><strong>Condition Immunities</strong> blinded, deafened</p><p><strong>Senses</strong> blindsight 60ft. (blind beyond this radius),</p><p>passive Perception 10</p><p><strong>Languages</strong> Common</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>False Appearance</strong>. While the blight remains motionless, it is</p><p>indistingu is hable from a tangle of vines.</p><p><strong>ACTIONS</strong></p><p><strong>Constrict</strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one</p><p>target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or</p><p>smaller target is grappled (esca pe DC 12). Until this grapple</p><p>ends, the target is restrained, and the blight can't constrict</p><p>another target.</p><p>E<strong>ntangling Plants</strong> (Recharge 5-6). Grasping roots and vines</p><p>sprout in a 15-foot radius centered on the blight, withering</p><p>away after 1 minute. For the duration, that area is difficult</p><p>terrain for non plant creatures. In addition, each creature</p><p>of the blight's choice in that area when th e plants appear</p><p>mu st succeed on a DC 12 Strength saving throw or become</p><p>restrained . A creature can use its action to make a DC 12</p><p>Strength check, freeing itself or another entangl ed creature</p><p>within reach on a success.</p><p>&nbsp;</p><p><strong>Appearing as masses of slithering creepers</strong>, vine blights</p><p>hide in undergrowth and wait for prey to draw near. By</p><p>animating the plants a round them, vine blights entangle</p><p>and hinder their fo es before attacking.</p><p>&nbsp;</p><p><strong>Vine blights are the only blights capable of speech</strong>.</p><p>Through its connection to the evil spirit of the Gulthias</p><p>tree it serves, a vine blight speaks in a fractured version</p><p>of its dead master's voice, taunting victims or bargaining</p><p>with powerful foes.</p>",
            "hit_dice": "",
            "id": 10157,
            "initiative": "",
            "name": "Vine Blight ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Bugbear Chief</h2><p>Medium humanoid (goblinoid), chaotic evil</p><p><strong>Armor Class</strong> 17 (chain shirt, shield)</p><p><strong>Hit Points</strong> 65 (10d8 + 20)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"302\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>17 (+3)</td><td>14 (+2)</td><td>14 (+2)</td><td>11 (+0)</td><td>12 (+1)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Intimidation +2, Stealth +6, Survival +3</p><p><strong>Senses</strong> darkvision 60ft., passive Perception ll</p><p><strong>Languages</strong> Common, Goblin</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Brute</strong>. A melee weapon deals one extra die of its damage when the</p><p>bugbear hits with it (included in the attack).</p><p>Heart ofHruggek. The bugbear has advantage on saving</p><p>throws against being charmed, frightened , paralyzed,</p><p>poisoned, stunned, or put to sleep.</p><p><strong>Surprise Attack</strong>. If the bugbear surprises a creature and hits it</p><p>with an attack during the first round of combat, the target takes</p><p>an extra 7 (2d6) damage from the attack.</p><p>ACTIONS</p><p><strong>Multiattack</strong>. The bugbear makes two melee attacks.</p><p><strong>Morningstar</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>target. Hit: 12 (2d8 + 3) piercing damage.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage</p><p>in melee or 6 (1d6 + 3) piercing damage at range.</p><p>&nbsp;</p><p>B<strong>ugbears are born for battle and mayhem</strong>. Surviving</p><p>by raiding and hunting, they bully the weak and despise</p><p>being bossed around, but their love of carnage means</p><p>they will fight for powerful masters if bloodshed and</p><p>treasure a re assured.</p><p>&nbsp;</p><p><strong>Goblinoids</strong>. Bugbears are often found in the company</p><p>of their cousins, hobgoblins and goblins. Bugbears</p><p>us ually enslave goblins they encounter, and they bully</p><p>hobgoblins into giving them gold and food in return</p><p>for serving as scouts and shock troops. Even when</p><p>paid, bugbea rs are at best unreliable a lies, yet goblins</p><p>and hobgoblins understand that no matter how much</p><p>bugbears might dra in a tribe of resources, these</p><p>creatures a re a potent force.</p><p>&nbsp;</p><p><strong>Followers of Hruggek</strong>. Bugbears worship Hruggek,</p><p>a lesser god who dwells on the plane of Acheron. In the</p><p>absence of their goblinoid kin, bugbears form loose war</p><p>bands, each one led by its fiercest member. Bugbears</p><p>believe that when they die, their spirits have a chance</p><p>to fight at Hruggek's side. They try to prove themselves</p><p>worthy by defeating as many foes as possible.</p><p>&nbsp;</p><p><strong>Venal Ambushers</strong>. Despite their intimidating builds,</p><p>bugbears move with surprising stealth. They are fond of</p><p>setting ambushes and flee when outmatched. They are</p><p>dependable mercenaries as long as they are supplied</p><p>food, drink, and treasure, but a bugbear forgets any</p><p>bond when its life is on the line. A wounded member of</p><p>a bugbear band might be left behind to help the rest of</p><p>the band escape. Afterward, that bugbear might help</p><p>pursuers track down its former companions if doing so</p><p>saves its life.</p></div>",
            "hit_dice": "",
            "id": 10158,
            "initiative": "",
            "name": "Bugbear Chief ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Bullywug</h2><p>Medium humanoid (bullywug), neutral evil</p><p><strong>Armor Class</strong> 15 (hide armor, shield)</p><p><strong>Hit Points</strong> 11 (2d8 + 2)</p><p><strong>Speed</strong> 20ft., swim 40ft.</p><table style=\"height: 53px;\" width=\"292\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>12 (+1)</td><td>12 (+1)</td><td>13 (+1)</td><td>7 (-2)</td><td>10 (+0)</td><td>7 (- 2)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +3</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> Bullywug</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Amphibious</strong>. The bullywug can breathe air and water.</p><p>Speak with Frogs and Toads. The bullywug can communicate</p><p>simple concepts to frogs and toads when it speaks in Bu llywug.</p><p>Swamp Camouflage. The bullywug has advantage on Dexterity</p><p>(Stealth) checks made to hide in swampy terrain.</p><p>Standing Leap. The bullywug's long jump is up to 20 feet and</p><p>its high jump is up to 10 feet, with or without a running start.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The bullywug makes two melee attacks: one with</p><p>its bite and one with its spear.</p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 3 (1d4 + 1) bludgeoning damage.</p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or</p><p>range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or</p><p>5 (1d8 + 1) piercing damage if used with two hands to make a</p><p>melee attack.</p><p>&nbsp;</p><p><strong>Life as a bullywug</strong> is nasty, brutish, and wet. These frog-<br />headed amphibious humanoids must stay constantly</p><p>moist, dwelling in rainy forests, marshes, and damp</p><p>caves. Always hungry and thoroughly evil, bullywugs</p><p>overwhelm opponents with superior numbers when</p><p>they can, but they flee from serious threats to search for</p><p>easier prey.</p><p>&nbsp;</p><p><strong>Bullywugs</strong> have green, gray, or mottled yellow skin</p><p>that shifts through shades of gray, green, and brown,</p><p>allowing them to blend in with their surroundings. They</p><p>wear crude armor and wield simple weapons, and can</p><p>deliver a powerful bite to foes that press too close.</p><p>Foul Aristocracy. Bullywugs consider themselves</p><p>the right and proper rulers of the swamps. They follow</p><p>an etiquette of sorts when dealing with outsiders and</p><p>each other, subject to the whims and fancies of their</p><p>leader- a self-styled lord of the muck. Bullywugs introduce</p><p>themselves with grand-sounding titles, make great shows</p><p>of bowing and debasing themselves before their superiors,</p><p>and endlessly vie to win their superiors' favor.</p><p>&nbsp;</p><p><strong>A bullywug has two ways to advance</strong> among its kind.</p><p>It can either murder its rivals, though it must take</p><p>pains to keep its criminal deeds secret, or it can find</p><p>a treasure or magic item and present it as tribute or a</p><p>token of obeisance to its liege. A bullywug that murders</p><p>its rivals without cunning is likely to be executed, so</p><p>it's more common for bullywugs to stage raids against</p><p>caravans and settlements, with the goal of securing</p><p>precious baubles to impress their lords and win their</p><p>good graces. Invariably, such fine goods.are reduced</p><p>to filthy tatters throug.h abuse and neglect. Once a gift</p><p>loses its sheen, a bullywug lord invariably demands that</p><p>its subjects bring it more treasure as tribute.</p><p>&nbsp;</p><p><strong>Unruly Diplomacy</strong>. Bullywugs love nothing more than</p><p>lording over those who trespass on their territories.</p><p>Their warriors attempt to capture intruders rather than</p><p>simply slaying them.</p><p>&nbsp;</p><p><strong>Captives</strong> are dragged before the king or queen-a</p><p>bullywug of unusually large size- and forced to beg</p><p>for mercy. Bribes, treasure, and flattery can trick the</p><p>bullywug ruler into letting its captives go, but not before</p><p>it tries to impress its \"guests\" with the majesty of its</p><p>treasure and its realm. Struck with a deep inferiority</p><p>complex, bullywug lords fancy themselves as kings</p><p>and queens, but desperately crave the fear and respect</p><p>of outsiders.</p><p>&nbsp;</p><p><strong>Amphibian Allies</strong>. Bullywugs speak a language</p><p>that allows them to communicate over large areas by</p><p>croaking like frogs. News of intruders or other events</p><p>in the swamp spread within minutes across this crude</p><p>communication system.</p><p>&nbsp;</p><p><strong>Simple concepts in the language</strong> are understandable</p><p>to frogs and toads. Bullywugs use this capability to</p><p>form strong bonds with giant frogs, which they train</p><p>as guardians and hunters. Larger specimens are</p><p>sometimes used as mounts as well. The frogs' ability</p><p>to swallow creatures whole provides a bullywug</p><p>hunting band an easy means of carrying prey back to</p><p>their villages.</p></div>",
            "hit_dice": "",
            "id": 10159,
            "initiative": "",
            "name": "Bullywug",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Cambion</h2><p>Medium feind, any evil alignment&nbsp;</p><p><strong>Armor Class</strong> 19 (scale mail)</p><p><strong>Hit Points</strong> 82 (lld8 + 33)</p><p><strong>Speed</strong> 30ft., fly 60ft.</p><table style=\"height: 40px;\" width=\"334\"><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>18 (+4)</td><td>16 (+3)</td><td>14 (+2)</td><td>12 (+1)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +7, Con +6, lnt +5 , Cha +6</p><p><strong>Skills</strong> Deception +6, Intimidation +6, Perception +4, Stealth +7</p><p><strong>Damage Resistances</strong> cold, fire, lightning, poison; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 14</p><p><strong>Languages</strong> Abyssal, Common, Infernal</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Fiendish Blessing</strong>. The AC of the cambion includes its</p><p>Charisma bonus.</p><p><strong>Innate Spellcasting</strong>. The cambion's spellcasting ability is</p><p>Charisma (spell save DC 14). The cambion can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>3/day each</strong>: alter self, command, detect magic</p><p><strong>1/day</strong>: plane shift (self only)</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The cambion makes two melee attacks or uses its</p><p>Fire Ray twice.</p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or</p><p>range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or</p><p>8 (1 d8 + 4) piercing damage if used with two hands to make a</p><p>melee attack, plus 3 (1 d6) fire damage.</p><p><strong>Fire Ray</strong>. Ranged Spell Attack: +7 to hit, range 120ft., one</p><p>target. Hit: 10 (3d6) fire damage.</p><p><strong>Fiendish Charm</strong>. One humanoid the cambion can see within</p><p>30 feet of it must succeed on a DC 14 Wisdom saving throw or</p><p>be magically charmed for 1 day. The charmed target obeys the</p><p>cambion's spoken commands. If the target suffers any harm</p><p>from the cambion or another creature or receives a suicidal</p><p>command from the cambion, the target can repeat the saving</p><p>throw, ending the effect on itself on a success. If a target's</p><p>saving throw is successful, or if the effect ends for it, the</p><p>creature is immune to the cambion's Fiendish Charm for the</p><p>next 24 hours.</p><p>&nbsp;</p><p><strong>A cambion is the offspring</strong> of a fiend (usually a succubus</p><p>or incubus) and a humanoid (usually a human).</p><p>Cambions inherit aspects of both parents, but their</p><p>horns, leathery wings, and sinewy tails are hallmarks of</p><p>their otherworldly parentage.</p><p>&nbsp;</p><p><strong>Born to Be Bad</strong>. Cambions grow into ruthless adults</p><p>whose wickedness and perversion horrifies even the</p><p>most devoted mortal parent. Even as a youth, a cambion</p><p>identifies its rightful place as an overlord of mortals. It</p><p>might orchestrate uprisings in towns and cities, gathering</p><p>gangs of humanoids and lesser devils to serve it.</p><p>&nbsp;</p><p><strong>Pawns of the Mighty</strong>. A cambion forced to serve its</p><p>fiendish parent does so out of admiration and dread, but</p><p>also with the expectation that it will one day rise to a</p><p>place of prominence. Cambions raised in the Nine Hells</p><p>serve as soldiers, envoys, and personal attendants to</p><p>greater devils. In the Abyss, a cambion carries only as</p><p>much authority as it can muster through sheer strength</p><p>and force of will.</p><p>&nbsp;</p><p><strong>Spawn ofGraz'zt</strong>. The demon lord Graz'zt is fond of</p><p>procreating with humanoids who have made pacts with</p><p>fiends, and he has sired many cambions who help him</p><p>sow chaos across the multiverse. These cambions are</p><p>characterized by charcoal-black skin, cloven hooves, six-<br />fingered hands, and unearthly beauty.</p></div>",
            "hit_dice": "",
            "id": 10160,
            "initiative": "",
            "name": "Cambion",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Carrion Crawler</h2><p>Large monstosity, unaligned&nbsp;</p><p><strong>Armor Class</strong> 13 {natural armor)</p><p><strong>Hit Points </strong>51 (6d10 + 18)</p><p><strong>Speed</strong> 30ft., climb 30ft.</p><table style=\"height: 40px;\" width=\"358\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>14 (+2)</td><td>13 (+1)</td><td>16 (+3)</td><td>1 (- 5)</td><td>12 (+1)</td><td>5 (- 3)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> -&nbsp;</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Keen Smell</strong>. The carrion crawler has advantage on Wisdom</p><p>(Perception) checks that rely on smell.</p><p>Spider Climb. The carrion crawle r can climb difficult surfaces,</p><p>including upside down on ceilings, without needing to make an</p><p>ability check.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The carrion crawler makes two attacks: one with</p><p>its tentacles and one with its bite.</p><p><strong>Tentacles</strong>. Melee Weapon Attack: +8 to hit, reach 10ft., one</p><p>creature. Hit: 4 (1 d4 + 2) poison damage, and the target must</p><p>succeed on a DC 13 Constitution saving throw or be poisoned</p><p>for 1 minute. Until this poison ends, the ta rget is paralyzed.</p><p>The target can repeat the saving throw at the end of each of its</p><p>turns, ending the poison on itself on a success.</p><p><strong>Bite</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 7 (2d4 + 2) pierci ng damage.</p><p>&nbsp;</p><p><strong>Carrion crawlers scour putrid flesh</strong> from carcasses and</p><p>gobble the slimy bQnes that remain. They aggressively</p><p>attack any creature that trespasses on their territory or</p><p>disturbs their feasting.</p><p>&nbsp;</p><p><strong>Carrion Eaters</strong>. A carrion crawler follows the</p><p>scent of death to its food, but it prefers not to compete</p><p>with other scavengers. These foul creatures thus</p><p>hunker down in territories where death is plentiful</p><p>and other carrion eaters have limited mobility. Caves,</p><p>sewers, dungeons, and forested marshes are their</p><p>favored lairs, but carrion crawlers are also drawn to</p><p>battlefields and cemeteries.</p><p>&nbsp;</p><p><strong>A carrion crawler roams on the hunt</strong>, its tentacles</p><p>probing the a ir for the scent of blood or decay. In tunnels</p><p>or ruins, carrion crawlers scurry across the ceiling as</p><p>they move toward food. In this way, they avoid contact</p><p>with oozes, otyughs, and other dangerous inhabitants</p><p>of the darkness, even as they surprise potential meals</p><p>that don't think to look up.</p><p>&nbsp;</p><p><strong>Patient Predators</strong>. Whether in subterranean</p><p>darkness or while hunting at night, light signals a</p><p>potential meal. A carrion crawler might follow a light</p><p>source from a distance for hours, hoping to pick up the</p><p>scent of blood. Despite their great size, carrion crawlers</p><p>can also easily set up ambushes by waiting around blind</p><p>corners for prey to come to them.</p><p>&nbsp;</p><p><strong>When facing potential prey or intruders</strong>, a carrion</p><p>crawler lets its poison do the work. Once a victim goes</p><p>rigiq wit~ paralysis, the carrion crawler wraps it with</p><p>its tentacles and drags it away to a high ledge or isolated</p><p>passageway, where it can be killed safely. The monster</p><p>then resumes patrolling its territory while waiting for its</p><p>meal to rip&nbsp;</p>",
            "hit_dice": "",
            "id": 10161,
            "initiative": "",
            "name": "Carrion Crawler ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Vermin"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Crawling Claw</h2><p>Tiny undead, neutral evil</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 2 (ld4)</p><p><strong>Speed </strong>20 ft., climb 20ft.</p><table style=\"height: 53px;\" width=\"293\"><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>11 (+0)</td><td>5 (- 3)</td><td>10 (+0)</td><td>4 (- 3)</td></tr></tbody></table><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed , exhaustion, poisoned</p><p><strong>Senses</strong> blind sight 30 ft. (blind beyond this radiu s),</p><p>passive Perception 10</p><p><strong>Languages</strong> understands Common but can't speak</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>Turn</strong> <strong>Immunity</strong>. The claw is immune to effects that</p><p>turn undead.</p><p><strong>ACTIONS</strong></p><p><strong>Claw</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one</p><p>target. Hit: 3 (1d4 + 1) bludgeoning or slash ing damage</p><p>(claw's choice).</p><p>&nbsp;</p><p><strong>Crawling claws</strong> are the severed hands of murderers</p><p>animated by dark magic so that they can go on killing.</p><p>Wizards and warlocks of a dark bent use crawling claws</p><p>as extra hands in their labors.</p><p>&nbsp;</p><p><strong>Magical Origins</strong>. Through dark necromantic rituals,</p><p>the life force of a murderer is bound to its severed hand,</p><p>haunting and animating it. If a dead murderer's spirit</p><p>a lready manifests as another undead creature, if the</p><p>murderer is raised from death, or if the spirit has long</p><p>passed on to another plane, the ritual fails.</p><p>The ritual invoked to create a crawling claw works</p><p>best with a hand recently severed from a murderer. To</p><p>this end, ritualists and their servants frequent public</p><p>executions to gain possession of suitable hands, or</p><p>make bargains with assassins and torturers.</p><p>Creator's Control. A crawling claw can't be turned,</p><p>nor can it be controlled by spells that control undead.</p><p>These foul monsters are entirely bound to the will of</p><p>their creator, which can concentrate on a claw in sight</p><p>to mentally command its every action. If the crawling</p><p>claw's creator doesn't command it, the claw follows its</p><p>last command to the best of its ability.</p><p>&nbsp;</p><p><strong>Commands given to a crawling claw</strong> must be simple. A</p><p>claw can't be tasked with finding and killing a particular</p><p>person, because its limited senses and intelligence</p><p>prevent it from tracking and picking out specific</p><p>individuals. However, a command to kill all creatures</p><p>in a particular locale works. A crawling claw can easily</p><p>feel out the contours of keys and doorknobs, crawling</p><p>from room to room on a blind killing spree.</p><p>&nbsp;</p><p><strong>Malign InteiHgence</strong>. A crawling claw possesses little</p><p>of the intellect and memories of the individual of which</p><p>it was once a living part. The hate, jealousy, or greed</p><p>that drove that person to murder lingers on, however,</p><p>amplified by the claw's torturous fragmented state.</p><p>Left to its own devices, a crawling claw imitates and</p><p>recreates the same murderous acts it committed in life.</p><p>&nbsp;</p><p><strong>Living Claws</strong>. If a crawling claw is animated from</p><p>the severed hand of a still-living murderer, the ritual</p><p>binds the claw to the murderer's soul. The disembodied</p><p>hand can then return to its former limb, its undead flesh</p><p>knitting to the living arm from which it was severed.</p><p>Made whole again, the murderer acts as though</p><p>the hand had never been severed and the ritual had</p><p>never taken place. When the crawling claw separates</p><p>again, the living body falls into a coma. Destroying the</p><p>crawling claw while it is away from the body kills the</p><p>murderer. However, killing the murderer has no effect</p><p>on the crawling claw.</p><p>&nbsp;</p><p><strong>Undead Nature</strong>. A crawling claw doesn't require air,</p><p>food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10162,
            "initiative": "",
            "name": "Crawling Claw",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Undead"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Cyclops</h2><p>Huge giant, chaotic neutral</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 138 (12d12 + 60)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"309\"><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>22 (+6)</td><td>11 (+0)</td><td>20 (+5)</td><td>8 (- 1)</td><td>6 (- 2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Senses</strong> passive Perception 8</p><p><strong>Languages</strong> Giant</p><p><strong>Challenge</strong> 6 (2 ,300 XP)</p><p><strong>Poor Depth Perception</strong>. The cyclops has disadvantage on any</p><p>attack roll against a target more than 30 feet away.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The cyclops makes two greatclub attacks.</p><p><strong>Greatclub</strong>. Melee Weapon Attack: +9 to hit, reach 10ft., one</p><p>target. Hit: 19 (3d8 + 6) bludgeoning damage .</p><p><strong>Rock</strong>. Ranged Weapon Attack: +9 to hit, range 30/120 ft. , one</p><p>target. Hit: 28 (4d10 + 6) bludgeoning damage.</p><p>&nbsp;</p><p><strong>Cyclopes</strong> are one-eyed giants that eke out a meager</p><p>existence in wild lands. Isolationists by nature, they</p><p>avoid contact with other races and try to drive away</p><p>strangers in their territory.</p><p>&nbsp;</p><p><strong>Nonreligious</strong>. Legends claim that the cyclopes are</p><p>the spawn of one of the gods of the giants, but these</p><p>creatures pay little heed to any deities. They see little</p><p>benefit in prayer and dislike ritual, which they perceive</p><p>as complex and foreign. However, a cyclops that gains</p><p>direct benefit from some site of divine power, or which is</p><p>threatened by a supernatural force or creature, will pay</p><p>homage as long as the benefit or threat remains.</p><p>&nbsp;</p><p><strong>Unsophisticated</strong>. Though they are reasonably</p><p>intelligent, cyclopes live simple, reclusive lives, keeping</p><p>herds of animals for food. They prefer to dwell alone</p><p>or in small family groups, )airing in caves, ruins, or</p><p>rough structures of dry stone construction they build</p><p>themselves. A cyclops keeps its herd animals with it at</p><p>night, sealing the entrance to its home with boulders to</p><p>let it serve double duty as a barn.</p><p>&nbsp;</p><p><strong>A cyclops lairs</strong> within a day's journey of other</p><p>cyclopes, so that they can meet to trade goods or seek</p><p>mates. They craft weapons and tools of wood and stone,</p><p>but will use metal when they can find it. Although</p><p>cyclopes understand the Giant tongue, they write</p><p>nothing and speak little, using grunts and gestures for</p><p>their interactions with each other.</p><p>&nbsp;</p><p><strong>Cyclopes don't use money</strong> for trade, but they value</p><p>gold, shells, and other glittering and colorful objects as</p><p>jewelry. A cyclops might wear a necklace strung with</p><p>feathers and silver coins, but also with pewter goblets,</p><p>cutlery, and other bits of ruined metal.</p><p>&nbsp;</p><p><strong>Unwise</strong>. Cyclopes aren't great thinkers or strategists.</p><p>Slow to learn and bound to their traditional ways, they</p><p>find innovation difficult. Although they are a terrifying</p><p>threat in combat due to their size and strength, they can</p><p>often be tricked by clever foes.</p><p>&nbsp;</p><p><strong>Cyclopes can be cowed</strong> and awed by obvious displays</p><p>of magic. Rustics with little exposure to magic, they can</p><p>be deceived into mistaking a warlock, cleric, or other</p><p>caster for a powerful divine figure. However, their sense</p><p>of pride causes them to react with vengeful, bloodthirsty</p><p>violence once they learn that the individual they</p><p>assumed was a \"god\" is a mere mortal.</p></div>",
            "hit_dice": "",
            "id": 10163,
            "initiative": "",
            "name": "Cyclops ",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Death Knight</h2><p>Medium undead, chaotic evil</p><p><strong>Armor Class</strong> 20 (plate, shield)</p><p><strong>Hit Points</strong> 180 (19d8 + 95)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"308\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>20 (+5)</td><td>11 (+0)</td><td>20 (+5)</td><td>12 (+1)</td><td>16 (+3)</td><td>18 (+4)</td></tr></tbody></table><p>&nbsp;</p><p><strong>Saving Throws</strong> Dex +6, Wis +9, Cha +10</p><p><strong>Damage Immunities</strong> necrotic, poison</p><p><strong>Condition Immunities</strong> exhaustion , frightened , poisoned</p><p><strong>Senses</strong> darkvision 120ft. , passive Perception 13</p><p><strong>Languages</strong> Abyssal, Common</p><p><strong>Challenge</strong> 17 (18,000 XP)</p><p><strong>Magic Resistance</strong>. The death knight has advantage on saving</p><p>throws against spells and other magica l effects.</p><p><strong>Marshal Undead</strong>. Unless the death knight is in capacitated,</p><p>it and undead creatures of its choice within 60 feet of it have</p><p>advantage on saving throws against features th at turn undead.</p><p><strong>Spellcasting</strong>. The death knight is a 19th-level spell caster. Its</p><p>spellcasting ability is Charisma (spell save DC 18, +10 to hit</p><p>with spell attacks). It has the followin g paladin spells prepared:</p><p><strong>1st level</strong> (4 slots): command, compelled duel, searing smite</p><p><strong>2nd level</strong> (3 slots): hold per-son, magic weapon</p><p><strong>3rd level</strong> (3 slots): dispel magic, elemental weapon</p><p><strong>4th level</strong> (3 slots): banishment, staggering smite</p><p><strong>5th level</strong> (2 slots): destructive wave (necrotic)</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The death knight makes three longsword attacks.</p><p><strong>Longsword</strong>. Melee Weapon Attack: +11 to hit, reach 5 ft. ,</p><p>one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +</p><p>5) slashing damage if used with two hands, plus 18 (4d8)</p><p>necrotic damage.</p><p><strong>Hellfire Orb (1/Day)</strong>. The death knight hurls a magical ball</p><p>of fire that explodes at a point it can see within 120 feet of it.</p><p>Each creature in a 20-foot&middot;radius sphere centered on that point</p><p>must make a DC 18 Dexterity saving throw. The sphere spreads</p><p>around corners. A creature takes 35 (10d6) fire damage and</p><p>35 (10d6) necrotic damage on a failed save, or half as much</p><p>damage on a successful one.</p><p><strong>REACTIONS</strong></p><p><strong>Parry</strong>. The death knight add s 6 to its AC against one melee</p><p>attack that would hit it. To do so, the death knight must see the</p><p>attacker and be wield ing a melee weapon.</p><p>&nbsp;</p><p><strong>When</strong> a paladin that falls from grace dies without</p><p>seeking atonement, dark powers can transform the</p><p>once-mortal knight into a hateful undead creature. A</p><p>death knight is a skeletal warrior clad in fearsome plate</p><p>armor. Beneath its helmet, one can see the knight's</p><p>skull with malevolent pinpoints of light burning in its</p><p>eye sockets.</p><p>&nbsp;</p><p><strong>Eldritch Power</strong>. The death knight retains the ability</p><p>to cast divine spells. However, no death knight can</p><p>use its magic to heal. A death knight also attracts and</p><p>commands lesser undead, although death knights that</p><p>serve powerful fiends might have fiendish followers</p><p>instead. Death knights often use warhorse skeletons</p><p>and nightmares as mounts.</p><p>&nbsp;</p><p><strong>Immortal Until Redeemed</strong>. A death knight can arise</p><p>anew even after it has been destroyed. Only when it</p><p>atones for a life of wickedness or finds redemption can it</p><p>finally escape its undead purgatory and truly perish.</p><p>&nbsp;</p><p><em>\"Lord Soth began his fall from grace with an act of heroism,</em></p><p><em>saving an elf named Isolde from an ogre. Soth and Isolde</em></p><p><em>fell in love, but Soth was already married. He had a servant</em></p><p><em>dispose of his wife and was charged with murder, but fled</em></p><p><em>with Isolde. When his castle fell under siege, he prayed for</em></p><p><em>guidance and was told that he must atone for his misdeeds</em></p><p><em>by completing a quest, but growing fears about Isolde's</em></p><p><em>fidelity caused him to abandon his quest. Because his</em></p><p><em>mission was not accomplished, a great cataclysm swept</em></p><p><em>the land. When Isolde gave birth to a son, Soth refused to</em></p><p><em>believe that the child was his and slew them both. All were</em></p><p><em>incinerated in a fire that swept through the castle, yet Soth</em></p><p><em>would find no rest in death, becoming a death knight.\"</em></p></div>",
            "hit_dice": "",
            "id": 10164,
            "initiative": "",
            "name": "Death Knight ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Demilich</h2><p>Tiny undead, neutral evil</p><p><strong>Armor Class</strong> 20 (natural armor)</p><p><strong>Hit Points</strong> 80 (20d4)</p><p><strong>Speed</strong> 0 ft., fly 30 ft. (hover)</p><table style=\"height: 53px;\" width=\"320\"><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>1 (- 5)</td><td>20 (+5)</td><td>10 (+0)</td><td>20 (+5)</td><td>17 (+3)</td><td>20 (+5)</td></tr></tbody></table><p><strong>Saving Throws</strong> Con +6, I nt + 11, Wis +9, Cha + 11</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>magic weapons</p><p><strong>Damage Immunities</strong> necrotic, poison, psychic, bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Condition Immunities</strong> charmed, deafened, exhaustion,</p><p>frightened, paralyzed, petrified, poisoned, prone, stunned</p><p>Senses truesight 120 ft., passive Perception 13</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 18 (20,000 XP)</p><p><strong>Avoidance</strong>. If the demilich is subjected to an effect that allows</p><p>it to make a saving throw to take only half damage, it instead</p><p>takes no damage if it succeeds on the saving throw, and only</p><p>half damage if it fails.</p><p><strong>Legendary Resistance</strong> (3/Day). If the demilich fails a saving</p><p>throw, it can choose to succeed instead.</p><p><strong>Turn Immunity</strong>. The demilich is immune to effects that</p><p>turn undead.</p><p><strong>ACTIONS</strong></p><p><strong>Howl</strong> (Recharge 5-6). The demilich emits a bloodcurdling</p><p>howl. Each creature within 30 feet of the demilich that can hear</p><p>the howl must succeed on a DC 15 Constitution saving throw</p><p>or drop to 0 hit points. On a successful save, the creature is</p><p>frightened until the end of its next turn.</p><p><strong>Life Drain</strong>. The demilich targets up to three creatures that it</p><p>can see within 10 feet of it. Each target must succeed on a DC</p><p>19 Constitution saving throw or take 21 (6d6) necrotic damage,</p><p>and the demilich regains hit points equal to the total damage</p><p>dealt to all targets.</p><p><strong>LEGENDARY ACTIONS</strong></p><p><strong>The demilich can take 3 legendary actions</strong>, choosing from the</p><p>options below. Only one legendary action option can be used</p><p>at a time and only at the end of another creature's turn . The</p><p>demilich regains spent legendary actions at the start of its turn .</p><p><strong>Flight</strong>. The demilich flies up to half its flying speed.</p><p><strong>Cloud of Dust</strong>. The demilich magically swirls its dusty remains.</p><p>Each creature within 10 feet of the demilich, incl uding arou nd</p><p>a corner, must succeed on a DC 15 Constitution saving throw</p><p>or be blinded until the end of the demilich's next turn. A</p><p>creature that succeeds on the saving throw is immune to this</p><p>effect until the end of the demilich's next turn.</p><p><strong>Energy Drain</strong> (Costs 2 Actions). Each creature with in 30 feet</p><p>of the demilich must make a DC 15 Constitution saving</p><p>throw. On a failed save, the creature's hit point maximum</p><p>is magically reduced by 10 (3d6). If a creature's hit point</p><p>maximum is reduced to 0 by this effect, the creature dies.</p><p>A creature's hit point maximum can be restored with the</p><p>greater restoration spell or similar magic.</p><p><strong>Vile Curse</strong> (Costs 3 Actions). The demilich targets one creature</p><p>it can see within 30 feet of it. The target must succeed on a</p><p>DC 15 Wisdom saving throw or be magically cursed. Until the</p><p>curse ends, the target has disadvantage on attack rolls and</p><p>saving throws. The target can repeat the saving throw at the</p><p>end of each of its turns, ending the curse on a success.</p><p>&nbsp;</p><p><strong>The immortality</strong> granted to a lich lasts only as long as</p><p>it feeds mortal souls to its phylactery. If it falters or fails</p><p>in that task, its bones turn to dust until only its skull</p><p>remains. This \"demilich\" contains only a fragment of</p><p>the lich's malevolent life force- just enough so that if it</p><p>is disturbed, these remains rise into the air and assume</p><p>a wraithlike form. The skull then emits a terrifying</p><p>howl that can slay the weak-hearted and leave others</p><p>trembling with fear. Left alone, it sinks back down and</p><p>returns to the empty peace of its existence.</p><p>&nbsp;</p><p><strong>Few liches</strong> seek to become demiliches, for it means an</p><p>end to the existence they hoped to preserve by becoming</p><p>undead. However, time can erode the lich's reason and</p><p>memory, causing it to retreat into its ancient tomb and</p><p>forget to feed on souls. The spells it once knew fade</p><p>from its mind, and it no longer channels the arcane</p><p>energy it wielded as a lich. However, even as a mere</p><p>skull it remains a deadly and vexing enemy.</p><p>&nbsp;</p><p><strong>Enduring Existence</strong>. Even after a lich is reduced to</p><p>a demilich state, its phylactery survives. As long as its</p><p>phylactery is intact, the demilich can't be permanently</p><p>destroyed. Its skull reforms after 1d10 days, restoring</p><p>the creature to its wretched state. If it has the presence</p><p>of mind to do so, a demilich can reclaim its former</p><p>power by feeding just one soul to its phylactery. Doing</p><p>so restores the demilich to lich form, reconstituting its</p><p>undead body.</p><p>&nbsp;</p><p><strong>Undead Nature</strong>. A demilich doesn't require air, food,</p><p>drink, or sleep. So great is a demilich's will to survive</p><p>that it always has the maximum number of hit points for</p><p>its Hit Dice, instead of average hit points.</p><p>&nbsp;</p><p><strong>A DEMILICH'S LAIR</strong></p><p>A demilich hides its earthly remains and treasures in a</p><p>labyrinthine tomb guarded by monsters and traps. At the</p><p>heart of this labyrinth rests the demilich's skull and the</p><p>dust from its other bones.</p><p>In its crypt, a demilich has access to lair actions</p><p>and additional uses for its legendary actions. Its whole</p><p>lair also has unique traits. A demilich in its lair has a</p><p>challenge rating of 20 (24,500 XP).</p><p><strong>LAIR ACTIONS</strong></p><p>On initiative count 20 (losing initiative ties), the demilich</p><p>rolls a d20. On a result of 11 or higher, the demilich</p><p>takes a lair action to cause one of the following effects. It</p><p>can't use the same effect two rounds in a row.</p><ul><li><strong>The tomb trembles violently for a moment</strong>. Each crea-<br />ture on the floor of the tomb must succeed on a DC 19</li></ul><p>Dexterity saving throw or be knocked prone.</p><ul><li><strong>The demilich targets</strong> one creature it can see within</li></ul><p>60 feet of it. An antimagic field fills the space of the</p><p>target, moving with it until initiative count 20 on</p><p>the next round.</p><ul><li><strong>The demilich targets</strong> any number of creatures it can</li></ul><p>see within 30 feet of it. No target can regain hit points</p><p>until initiative count 20 on the next round.</p><p><strong>LAIR TRAITS</strong></p><p>A demilich's tomb might have any or all of the following</p><p>effects in place:</p><ul><li><strong>The first time a non-evil</strong> creature enters the tomb's area, the creature takes 16 (3d10) necrotic damage.</li></ul><ul><li><strong>Monsters</strong> in the tomb have advantage on saving</li></ul><p>throws against being charmed or frightened, and</p><p>against features that turn undead.</p><ul><li><strong>The tomb is warded</strong> against the magical travel of</li></ul><p>creatures the demilich hasn't authorized. Such crea-<br />tures can't teleport into or out of the tomb's area</p><p>or use planar travel to enter or leave it. Effects that</p><p>allow teleportation or planar travel work within the</p><p>tomb as long as they aren't used to leave or enter the</p><p>tomb's area.</p><p>If the demilich is destroyed, these effects fade over the</p><p>course of 10 days.</p>",
            "hit_dice": "",
            "id": 10165,
            "initiative": "",
            "name": "Demilich",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Undead"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Barlgura&nbsp;</h2><p>Large fiend (demon), chaotic evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 68 (8dl0 + 24)</p><p><strong>Speed</strong> 30ft, climb 30ft.</p><table style=\"height: 40px;\" width=\"306\"><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>15 (+2)</td><td>16 (+3)</td><td>7 (-2)</td><td>14 (+2)</td><td>9 (-1)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +5, Con +6</p><p><strong>Skills</strong> Perception +5, Stealth +5</p><p><strong>Damage Resistances</strong> cold, fire , lightning</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> blindsight 30ft., darkvision 120ft., passive Perception 15</p><p><strong>Languages</strong> Abyssal, telepathy 120 ft .</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Innate Spellcasting</strong>. The barlgura's spellcasting ability is</p><p>Wisdom (spell save DC 13). The barlgura can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>l/day each</strong>: entangle, phantasmal force</p><p><strong>2/day each</strong>: disguise self, invisibility (self only)</p><p><strong>Reckless</strong>. At the start of its turn, the barlgura can gain</p><p>advantage on all melee weapon attack rolls it makes during</p><p>that turn, but attack rolls against it have advantage until the</p><p>start of its next turn.</p><p><strong>Running Leap</strong>. The barlgura's long jump is up to 40 feet and its</p><p>high jump is up to 20 feet when it has a running start.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The barlgura makes three attacks: one with its</p><p>bite and two with its fists.</p><p><strong>Bite</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 11 (2d6 + 4) piercing damage.</p><p><strong>Fist</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:</p><p>9 (ldlO + 4) bludgeoning damage.</p><p>&nbsp;</p><p><strong>The barlgura</strong> represents the savagery and brutality</p><p>of the Abyss. Barlguras gather in packs to take down</p><p>tougher foes, keep gruesome trophies from their</p><p>victories, and decorate their territory with such objects.</p><p>A barlgura looks like a hulking orangutan with a</p><p>gruesome, drooping visage and tusks jutting from</p><p>its jaw. Standing just under 8 feet tall, it has broad</p><p>shoulders and weighs 650 pounds. It moves apishly</p><p>along the ground, but it climbs with great speed</p><p>and agility.</p></div>",
            "hit_dice": "",
            "id": 10166,
            "initiative": "",
            "name": "Barlgura ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Chasme</h2><p>Large fiend (demon), chaotic evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 84 (13d10 + 13)</p><p><strong>Speed</strong> 20ft., fly 60 ft.</p><table style=\"height: 40px;\" width=\"323\"><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>15 (+2)</td><td>15 (+2)</td><td>12 (+1)</td><td>11 (+0)</td><td>14 (+2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +5, Wis +5</p><p><strong>Skills</strong> Perception +5</p><p><strong>Damage Resistances</strong> cold, fire , lightning</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> blindsight 10ft., darkvision 120ft., passive Perception 15</p><p><strong>Languages</strong> Abyssal, telepathy 120ft.</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><p><strong>Drone</strong>. The chasme produces a horrid droning sound to</p><p>which demons are immune. Any other creature that starts its</p><p>turn with in 30 feet of the chasme must succeed on a DC 12</p><p>Constitution saving throw or fall unconscious for 10 minutes.</p><p>A creature that can't hear the drone automaticall y succeeds on</p><p>the save. The effect on the creature ends if it takes damage or if</p><p>another creature takes an action to splash it with holy water. If</p><p>a creature's saving throw is successful or the effect ends for it,</p><p>it is immune to the drone for the next 24 hours.</p><p><strong>Magic Resistance</strong>. The chasme has advantage on saving throws</p><p>against spells and other magical effects.</p><p>Spider Climb. The chasme can climb difficult surfaces,</p><p>including upside down on ce ilin gs, without needing to make an</p><p>ability check.</p><p><strong>ACTIONS</strong></p><p><strong>Proboscis</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)</p><p>necrotic damage, and the target's hit point maximum is</p><p>reduced by an amount equal to the necrotic damage taken. If</p><p>this effect reduces a creature's hit point maximum to 0, the</p><p>creature dies. This reduction to a creature's hit point maximum</p><p>lasts unti l the creature finishes a long rest or until it is affected</p><p>by a spell like greater restoration.</p><p>&nbsp;</p><p><strong>This loathsome demon</strong> resembles an unspeakable</p><p>crossing of humanoid and fly. A chasme shuffles about</p><p>on four spindly legs that can find purchase on walls</p><p>and ceilings. A droning sound precedes the approach</p><p>of a chasme, inflicting foes with a terrible lethargy that</p><p>leaves them open to attack.</p><p>The lowly chasmes serve more powerful masters as</p><p>interrogators or taskmasters. A chasme lives to dole</p><p>out torture as punishment, and has a knack for spotting</p><p>demons that have deserted their lords. Capturing and</p><p>returning such traitors allows a chasme to torment the</p><p>victim without fear of reprisal.</p>",
            "hit_dice": "",
            "id": 10167,
            "initiative": "",
            "name": "Chasme",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Goristro</h2><p>huge fiend (demon), chaotic evil</p><p><strong>Armor Class</strong> 19 (natura l armor)</p><p><strong>Hit Points</strong> 310 (23d12 + 161)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 53px;\" width=\"321\"><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>25 (+7)</td><td>11 (+0)</td><td>25 (+7)</td><td>6 (- 2)</td><td>13 (+1)</td><td>14 (+2)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +13, Dex +6, Con +13, Wis +7</p><p><strong>Skills</strong> Perception +7</p><p><strong>Damage Resistances</strong> cold, fire, lightning, bludgeoning,</p><p>piercing, and slashing from no n magical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 120 f,t passive Perception 17</p><p><strong>Languages</strong> Abyssal</p><p><strong>Challenge</strong> 17 (18,000 XP)</p><p><strong>Charge</strong>. If the goristro moves at least 15 feet straight toward a</p><p>target and then hits it with a gore attack on the same turn, the</p><p>target takes an extra 38 (7d10) piercing damage. If the target is</p><p>a creature, it must succeed on a DC 21 Stength saving thow</p><p>or be pushed up to 20 feet away and knocked prone.</p><p><strong>Labyrinthine Recall</strong>. The goristro can perfectly recall any path it</p><p>has traveled.</p><p><strong>Magic Resistance</strong>. The goristro has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Siege Monster</strong>. The goristro deals double damage to objects</p><p>and structures.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The goristro makes three attacks: two with its</p><p>fists and one with its hoof.</p><p><strong>Fist</strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.</p><p><strong>Hit</strong>: 20 (3d8 + 7) bludgeoning damage.</p><p><strong>Hoof Melee Weapon</strong> Attack:+ 13 to hit, reach 5 ft, one target.</p><p>Hit: 23 (3d10 + 7) bludgeoning damage . If the target is a</p><p>creature, it must succeed on a DC 21 Strength saving throw or</p><p>be knocked prone.</p><p><strong>Gore</strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.</p><p>Hit: 45 (7dl0 + 7) piercing damage.</p><p>&nbsp;</p><p><strong>The goristro</strong> resembles a fiendish minotaur towering</p><p>more than twenty feet tall. When controlled by a demon</p><p>lord, goristros make formidable living siege engines and</p><p>prized pets. Goristros possess preternatural cunning</p><p>when navigating labyrinthine passages and shifting</p><p>corridors, pursuing foes in a terrifying hunt.</p><p>A hulking goristro sometimes bears a palanquin,</p><p>carrying smaller demons on its broad shoulders, much</p><p>like an elephant carries riders on its back.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 10168,
            "initiative": "",
            "name": "Goristro",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Manes</h2><p>&nbsp;Small feind(demon), chaotic evil</p><p><strong>Armor Class</strong> 9</p><p><strong>Hit Points</strong> 9 (2d6 + 2)</p><p><strong>Speed</strong> 20ft.</p><table style=\"height: 53px;\" width=\"324\"><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>10 (+0)</td><td>9 (- 1)</td><td>13 (+1)</td><td>3 (- 4)</td><td>8 (- 1)</td><td>4 (- 3)</td></tr></tbody></table><p><strong>Damage Resistances</strong> cold, fire , lightning</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed , frightened , poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 9</p><p><strong>Languages</strong> understand s Abyssal but can't speak</p><p>Challenge 1/8 (25 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Claws</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.</p><p>Hit: 5 (2d4) slashing damage.</p><p>&nbsp;</p><p><strong>Souls of evil</strong> creatures that descend to the Lower</p><p>Planes are transformed into manes-the lowest form</p><p>of demonkind. These wretched fiends attack any non-<br />demon they see, and they are called to the Material</p><p>Plane by those seeking to sow death and chaos.</p><p>Orcus, the Prince of Undeath, has the power to</p><p>transform manes into undead monsters, most often</p><p>ghouls and shadows. Other demon lords feed on manes,</p><p>destroying them utterly. Otherwise, killing a manes</p><p>causes it to dissipate into a cloud of reeking vapor that</p><p>reforms into another manes after one day.</p>",
            "hit_dice": "",
            "id": 10169,
            "initiative": "",
            "name": "Manes",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Shadow Demon</h2><p>Medium fiend (demon), chaotic evil</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 66 (12d8 + 12)</p><p><strong>Speed</strong> 30ft, fly 30ft.</p><table style=\"height: 53px;\" width=\"355\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>1 (- 5)</td><td>17 (+3)</td><td>12 (+1)</td><td>14 (+2)</td><td>13 (+1)</td><td>14 (+2)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +5 , Cha +4</p><p><strong>Skills</strong> Stealth +7</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Damage Resistances</strong> acid, fire , necrotic, thunder; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> cold, lightning, poison</p><p><strong>Condition Immunities</strong> exhaustion, grappled, paralyzed,</p><p>petrified, poisoned , prone, restrained</p><p><strong>Senses</strong> darkvision 120ft, passive Perception ll</p><p><strong>Languages</strong> Abyssal, telepathy 120ft.</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Incorporeal Movement</strong>. The demon can move through other</p><p>creatures and objects as if they were difficult terrain. It takes 5</p><p>(1d10) force damage if it ends its turn inside an object.</p><p><strong>Light Sensitivity</strong>. While in bright light, the demon has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>Shadow Stealth</strong>. While in dim light or darkness, the demon can</p><p>take the Hide action as a bonus action.</p><p><strong>ACTIONS</strong></p><p><strong>Claws</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had</p><p>advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.</p><p>&nbsp;</p><p><strong>When</strong> a demon's body is destroyed but the fiend is</p><p>prevented from reforming in the Abyss, its essence</p><p>sometimes takes on a vague physical form. These</p><p>shadow demons exist outside the normal abyssal</p><p>hierarchy, since their creation results most often from</p><p>mortal magic, not from transformation or promotion.</p><p>Shadow demons all but disappear in the darkness,</p><p>and they can creep about without making a sound. A</p><p>shadow demon uses its insubstantial claws to feast on</p><p>its victim's fears, to taste its memories, and drink in</p><p>its doubts. Bright light harries this fiend and shows its</p><p>distinct shape, resolving it from a blur of darkness to a</p><p>winged humanoid creature whose lower body trails off</p><p>into nothing, and whose claws rend a victim's mind.</p><p><strong>Shadowy Nature</strong>. A shadow demon doesn't require</p><p>air, food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10170,
            "initiative": "",
            "name": "Shadow Demon",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Yochlol</h2><p>Medium fiend (demon, shapechanger), chaotic evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 136 (1 6d8 + 64)</p><p><strong>Speed</strong> 30ft., climb 30ft.</p><table style=\"height: 40px;\" width=\"338\"><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>15 (+2)</td><td>14 (+2)</td><td>18 (+4)</td><td>13 (+1)</td><td>15 (+2)</td><td>15 (+2)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +6, lnt +5, Wis +6, Cha +6</p><p><strong>Skills Deception</strong> +10, Insight +6</p><p><strong>Damage Resistances</strong> cold, fire, lightning, bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 120ft, passive Perception 12</p><p><strong>Languages</strong> Abyssal, Elvish, Undercommon</p><p><strong>Challenge</strong> 10 (5,900 XP)</p><p><strong>Shapechanger</strong>. The yochlol can use its action to polymorph</p><p>into a form that resembles a female drow or giant spider, or</p><p>back into its true form. Its statistics are the same in each form.</p><p>Any equipment it is wearing or carrying isn't transformed. It</p><p>reverts to its true form if it dies.</p><p><strong>Magic Resistance</strong>. The yochlol has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Spider Climb</strong>. The yochlol can climb difficult surfaces,</p><p>including upside down on ceilings, without needing to make an</p><p>ability check.</p><p><strong>Innate Spellcasting</strong>. The yochlol's spellcasting ability is</p><p>Charisma (spell save DC 14). The yochlol can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>At will</strong>: detect thoughts, web</p><p><strong>1fday</strong>: dominate person</p><p><strong>Web Walker</strong>. The yochlol ignores movement restrictions caused</p><p>by webbing.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The yochlol makes two melee attacks.</p><p>Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,</p><p>reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)</p><p>bludgeoning (piercing in spider form) damage plus 21 (6d6)</p><p>poison damage.</p><p><strong>Mist Form</strong>. The yochlol transforms into toxic mist or reverts to</p><p>its true form. Any equipment it is wearing or carrying is also</p><p>transformed. It reverts to its true form if it dies.</p><p>While in mist form, the yochlol is incapacitated and can't</p><p>speak. It has a flying speed of 30 feet, can hover, and can</p><p>pass through any space that isn't airtight. It has advantage on</p><p>Strength, Dexterity, and Constitution saving throws, and it is</p><p>immune to nonmagical damage.</p><p><strong>While in mist form</strong>, the yochlol can enter a creature's space</p><p>and stop there. Each time that creature starts its turn with</p><p>the yochlol in its space, the creature must succeed on a DC</p><p>14 Constitution saving throw or be poisoned until the start</p><p>of its next turn. While poisoned in this way, the target is</p><p>incapacitated.</p><p><strong>The yochlols</strong> are the Handmaidens of Lolth-extensions</p><p>of the Spider Queen's will dedicated to acting as</p><p>her spies, taskmasters, and agents of villainy. They</p><p>attend their goddess in the Demonweb Pits, but Lolth</p><p>sometimes dispatches yochlols to the Material Plane</p><p>to guard her temples and to aid her most devout</p><p>priestesses. Yochlols don't form outside Lolth's realm of</p><p>the Demonweb, and they serve no demon lords except</p><p>their queen.</p><p><strong>Outside the Abyss</strong>, a yochlol can assume the guise</p><p>of a female drow or monstrous spider to conceal its</p><p>demonic form. In its true form, the fiend appears as a</p><p>pillar of yellow slime with a single malevolent eye. In its</p><p>drow and true form, a yochlol's touch carries the same</p><p>venomous touch as its spider form's bite.</p>",
            "hit_dice": "",
            "id": 10171,
            "initiative": "",
            "name": "Yochlol",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Displacer Beast</h2><p>Large monstrosity, lawful evil</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 85 (10d10 + 30)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 53px;\" width=\"307\"><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>15 (+2)</td><td>16 (+3)</td><td>6 (- 2)</td><td>12 (+1)</td><td>8 (- 1)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 60ft, passive Perception 11</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Avoidance</strong>. If the displacer beast is subjected to an effect that</p><p>allows it to make a saving throw to take only half damage, it</p><p>instead takes no damage if it succeeds on the saving throw,</p><p>and only half damage if it fails.</p><p><strong>Displacement</strong>. The displacer beast projects a magical illusion</p><p>that makes it appear to be standing near its actual location,</p><p>causing attack rolls against it to have disadvantage. If it is hit</p><p>by an attack, this trait is disrupted until the end of its next</p><p>turn. This trait is also disrupted while the displacer beast is</p><p>incapacitated or has a speed of O.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The displacer beast makes two attacks with its</p><p>tentacles.</p><p><strong>Tentacle</strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one</p><p>target. Hit: 7 (ld6 + 4) bludgeoning damage plus 3 (1d6)</p><p>piercing damage.</p><p>&nbsp;</p><p><strong>This monstrous predator</strong> takes its name from its</p><p>ability to displace light so that it appears to be several</p><p>feet away from its actual location. A dis placer beast</p><p>resembles a sleek great cat covered in blue-black fur.</p><p>However, its otherworldly origins are clear in its six</p><p>legs and the two tentacles sprouting from its shoulders,</p><p>both ending in pads tipped with spiky protrusions. A</p><p>dis placer beast's eyes glow with an awful' malevolence</p><p>that persists even in death.</p><p>&nbsp;</p><p><strong>Unseelie</strong> <strong>Origins</strong>. Displacer beasts roamed the</p><p>twilight lands of the Feywild for ages, until they were</p><p>captured and trained by the Unseelie Court. The</p><p>warriors of the court selectively bred the beasts to</p><p>reinforce their ferocious and predatory nature, using</p><p>them to hunt unicorns, pegasi, and other wondrous</p><p>prey. However, it didn't take long for the displacer</p><p>beasts to use their malevolent intelligence to escape</p><p>their masters.</p><p>Running and breeding freely in the Feywild, the</p><p>displacer beasts soon came to the attention of the</p><p>Seelie Court. With blink dog companions at their side,</p><p>fey hunters drove these predators to the fringes of the</p><p>Feywild, where many crossed over to the Material</p><p>Plane. To this day, displacer beasts and blink dogs</p><p>attack each other on sight.</p><p>&nbsp;</p><p><strong>Love of the Kill</strong>. Dis placer beasts kill not just for</p><p>food but also for sport. They target prey even when</p><p>not hungry, often toying with their victims to entertain</p><p>themselves until they are ready to eat. After killing</p><p>its prey using its tentacles, a displacer beast drags</p><p>the corpse to a quiet place where it can feed without</p><p>distraction.</p><p>&nbsp;</p><p><strong>Displacer beasts hunt alone</strong> or in small prides that</p><p>demonstrate skill at setting ambushes. A single beast</p><p>will strike and withdraw, luring prey into a densely</p><p>wooded area where its packmates wait. Packs of</p><p>displacer beasts hunting near trade roads recall the</p><p>frequency and schedule of regular caravans, laying</p><p>down ambushes to pick off those caravans.</p><p>&nbsp;</p><p><strong>Prized Guards and Pets</strong>. Intelligent evil creatures</p><p>favor dis placer beasts as pets, but a dis placer beast</p><p>enters such an alliance only if it appears beneficial.</p><p>A displacer beast might guard a vault or act as a</p><p>bodyguard for a prominent individual.</p>",
            "hit_dice": "",
            "id": 10172,
            "initiative": "",
            "name": "Displacer Beast ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Dracolich</h2><p><strong>DRACOLICH TEMPLATE</strong></p><ul><li><strong>Only an ancient or adult true dragon</strong> can be transformed</li></ul><p>into a dracolich. Younger dragons that attempt to</p><p>undergo the transformation die, as do other creatures</p><p>that aren't true dragons but possess the dragon type,</p><p>such as pseudodragons and wyverns. A shadow dragon</p><p>can't be transformed into a dracolich, for it has already</p><p>lost too much of its physical form.</p><ul><li><strong>When a dragon becomes a dracolich</strong>, it retains its</li></ul><p>statistics except as described below. The dragon loses</p><p>any trait, such as Amphibious, that assumes a living</p><p>physiology. The dracolich might retain or lose any or all</p><p>of its lair actions or inherit new ones, as the DM sees fit.</p><p>&nbsp;</p><p><strong>Type</strong>. The dracolich's type changes from dragon</p><p>to undead, and it no longer requires air, food,</p><p>drink, or sleep.</p><p><strong>Damage Resistance</strong>. The dracolich has resistance to</p><p>necrotic damage.</p><p><strong>Damage Immunities</strong>. The dracolich has immunity</p><p>to poison. It also retains any immunities it had prior to</p><p>becoming a dracolich.</p><p><strong>Condition Immunities</strong>. The dracolich can't be</p><p>charmed, frightened, paralyzed, or poisoned. It also</p><p>doesn't suffer from exhaustion.</p><p><strong>Magic Resistance</strong>. The dracolich has advantage on</p><p>saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>Even as long-lived as they are</strong>, all dragons must</p><p>eventually die. This thought doesn't sit well with</p><p>many dragons, some of which allow themselves to</p><p>be transformed by necromantic energy and ancient</p><p>rituals into powerful undead dracoliches. Only the</p><p>most narcissistic dragons choose this path, knowing</p><p>that by doing so, they sever all ties to their kin and the</p><p>dragon gods.</p><p>&nbsp;</p><p><strong>Beyond Death</strong>. A dracolich retains its shape and</p><p>size upon transforming, its skin and scales drawing</p><p>tight to its bones or sloughing away to leave a skeletal</p><p>form behind. Its eyes appear as glowing points of light</p><p>floating in shadowy sockets, hinting at the malevolence</p><p>of its undead mind.</p><p>&nbsp;</p><p><strong>Though many dragons</strong> pursue vain goals of</p><p>destruction and dominance, dracoliches are more</p><p>nefarious than the most evil dragons, driven to rule</p><p>over all. A dracolich is a fiendishly intelligent tyrant that</p><p>crafts complex webs of foul schemes, attracting servants</p><p>motivated by greed and a lust for power. Acting from</p><p>the shadows and actively plotting to keep its existence a</p><p>secret, a dracolich is a cunning and challenging foe.</p><p>Dracolich Phylacteries. Creating a dracolich requires</p><p>the cooperation of the dragon and a group of mages or</p><p>cultists that can perform the proper ritual. During the</p><p>ritual, the dragon consumes a toxic brew that slays it</p><p>instantly. The attendant spellcasters then ensnare its</p><p>spirit and transfer it to a special gemstone that functions</p><p>like a lich's phylactery. As the dragon's flesh rots</p><p>away, the spirit inside the gem returns to animate the</p><p>dragon's bones.</p><p>&nbsp;</p><p><strong>If a dracolich's</strong> physical form is ever destroyed, its</p><p>spirit returns to the gem as long as the two are on</p><p>the same plane. If the gem comes into contact with</p><p>another dragon's corpse, the dracolich's spirit can take</p><p>possession of that corpse to become a new dracolich. If</p><p>the dracolich's spirit gem is taken to another plane, the</p><p>dracolich's spirit has nowhere to go when its undead</p><p>body is destroyed and simply passes into the afterlife.</p></div>",
            "hit_dice": "",
            "id": 10173,
            "initiative": "",
            "name": "Dracolich Template ",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Empyrean</h2><p>Huge celestial (titan), chaotic good (75%) or neutral evil (25%)</p><p><strong>Armor Class</strong> 22 (natural armor)</p><p><strong>Hit Points</strong> 313 (19d12 + 190)</p><p><strong>Speed</strong> 50 ft., fly 50 ft., swim 50 ft.</p><table style=\"height: 53px;\" width=\"327\"><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>30 (+10)</td><td>21 (+5)</td><td>30 (+10)</td><td>21 (+5)</td><td>22 (+6)</td><td>27 (+8)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +17, lnt +12, Wis +13, Cha + 15</p><p><strong>Skills</strong> Insight +13, Persuasion +15</p><p><strong>Damage Immunities</strong> bludgeoning, piercing, and slashing from</p><p>nonmagical weapons</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 16</p><p><strong>Languages</strong> all</p><p><strong>Challenge</strong> 23 (32,500 XP)</p><p><strong>Innate Spellcasting</strong>. The empyrean's innate spellcasting ability</p><p>is Charisma (spell save DC 23, +15 to hit with spell attacks).</p><p>It can innately cast the following spells, requiring no material</p><p>components:</p><p><strong>At will</strong>: greater restoration, pass without trace, water breathing,</p><p>water walk</p><p><strong>1/day each</strong>: commune, dispel evil and good, earthquake, fire</p><p>storm, plane shift (self only)</p><p><strong>Legendary Resistance</strong> (3/Day). If the empyrean fails a saving</p><p>throw, it ca n choose to succeed instead.</p><p><strong>Magic Resistance</strong>. The empyrean has advantage on saving</p><p>throws against spells and other magical effects.</p><p>Magic Weapons. The empyrean's weapon attacks are magical.</p><p><strong>ACTIONS</strong></p><p><strong>Maul</strong>. Melee Weapon Attack: +17 to hit, reach 10ft., one target.</p><p>Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a</p><p>creature, it must succeed on a DC 15 Constitution saving throw</p><p>or be stunned until the end of the empyrean's next turn.</p><p><strong>Bolt</strong>. Ranged Spell Attack: +15 to hit, range 600ft., one target.</p><p>Hit: 24 (7d6) damage of one of the following types (empyrean's</p><p>&middot;choice): acid, cold, fire, force, lightning, radiant, or thunder.</p><p><strong>LEGENDARY ACTIONS</strong></p><p><strong>The empyrean</strong> can take 3 legendary actions, choosing from</p><p>the options below. Only one legendary action option can be</p><p>used at a time and only at the end of another creature's turn.</p><p>The empyrean regains spent legendary actions at the start</p><p>of its turn.</p><p><strong>Attack</strong>. The empyrean makes one attack.</p><p>Bolster. The empyrean bolsters all non hostile creatures within</p><p>120 feet of it until the end of its next turn. Bolstered creatures</p><p>can't be charmed or frightened, and they gain advantage</p><p>on ability checks and saving throws until the end of the</p><p>empyrean's next turn.</p><p><strong>Trembling Strike</strong> (Costs 2 Actions). The empyrean strikes the</p><p>ground with its maul, triggering an earth tremor. All other</p><p>creatures on the ground within 60 feet of the empyrean</p><p>must succeed on a DC 25 Strength saving throw or be</p><p>knocked prone.</p><p>&nbsp;</p><p><strong>Empyreans are the celestial</strong>&nbsp;children of the</p><p>gods of the Upper Planes. They are universally</p><p>beautiful, statuesque, and self-assured.</p><p>&nbsp;</p><p><strong>Manifest Emotion</strong>. An empyrean can experience</p><p>deity-like fits of serenity or rage. It can affect the</p><p>environment a round it by its mood. When an empyrt';,an</p><p>is unhappy, the clouds might cry tears of salt water, the</p><p>wildflowers in surrounding meadows might wilt, dead</p><p>fish might wash ashore in lakes or rivers, or a nearby</p><p>forest might lose the leaves from its trees. When an</p><p>empyrean is jubilant, sunlight follows it everywhere,</p><p>small animals frolic in its footsteps, and birds fill the sky</p><p>with their pleasing songs.</p><p>&nbsp;</p><p><strong>Evil Empyreans</strong>. A few empyreans have turned to</p><p>evil after venturing to the Lower Planes and becoming</p><p>corrupted, or as the result of being cursed by evil gods.</p><p>An evil empyrean can't survive long on the Upper</p><p>Planes and usually retreats to the Material Plane,</p><p>where it can rule over a kingdom of mortals as an</p><p>indomitable tyrant.</p><p>&nbsp;</p><p><strong>Immortal Titans</strong>. Empyreans don't age but can be</p><p>slain. Because few empyreans can imagine their own</p><p>demise, they fight fearlessly when drawn into battle,</p><p>refusing to believe that the end is upon them even when</p><p>standing at death's door. When an empyrean dies, its</p><p>spirit returns to its home plane. There, one of the fallen</p><p>empyrean's parents resurrects the empyrean unless he</p><p>or she has a good reason not to.</p></div>",
            "hit_dice": "",
            "id": 10174,
            "initiative": "",
            "name": "Empyrean",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Celestial"
        },
        {
            "alignment": "Chaotic Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Faerie Dragon</h2><p>Tiny dragon, chaotic good</p><p><strong>Armor Class</strong> 15</p><p><strong>Hit Points</strong> 14 (4d4 + 4)</p><p><strong>Speed</strong> 10ft., fly 60ft.</p><table style=\"height: 53px;\" width=\"301\"><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>20 (+5)</td><td>13 (+1)</td><td>14 (+2)</td><td>12 (+1)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +4, Perception +3, Stealth +7</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Draconic, Sylvan</p><p><strong>Challenge</strong> 1 (200 XP) for a red, orange, or yellow faerie dragon,</p><p>2 (450 XP) for a green, blue, indigo, or violet faerie dragon</p><p><strong>Superior Invisibility</strong>. As a bonus action, the dragon can</p><p>magically turn invisible until its concentration ends (as if</p><p>concentrating on a spell). Any equipment the dragon wears or</p><p>carries is invisible with it.</p><p><strong>Limited Telepathy</strong>. Using telepathy, the dragon can magically</p><p>communicate with any other faerie dragon within 60 feet of it.</p><p>Magic Resistance. The dragon has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Innate Spellcasting</strong>. The dragon's innate spellcasting ability is</p><p>Charisma (spell save DC 13). It can innately cast a number of</p><p>spells, requiring no material components. As the dragon ages</p><p>and changes color, it gains additional spells as shown below.</p><ul style=\"list-style-type: disc;\"><li>Red, l/day each: dancing lights, mage hand, minor illusion</li><li>Orange, l/day: color spray</li><li>Yellow, l/day: mirror image</li><li>Green, l/day: suggestion</li><li>Blue, l/day: major image</li><li>Indigo, l/day: hallucinatory terrain</li><li>Violet, ljday: polymorph&nbsp;</li></ul><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.</p><p>Hit: 1 piercing damage.</p><p><strong>Euphoria Breath</strong> (Recharge 5-6). The dragon exhales a puff of</p><p>euphoria gas at one creature within 5 feet of it. The target must</p><p>succeed on a DC 11 Wisdom saving throw, or for 1 minute, the</p><p>target can't take reactions and must roll a d6 at the start of</p><p>each of its turns to determine its behavior during the turn:</p><ul style=\"list-style-type: disc;\"><li>1-4. The target takes no action or bonus action and uses all</li></ul><p>of its movement to move in a random direction.</p><ul style=\"list-style-type: disc;\"><li>5- 6. The target doesn't move, and the only thing it can do</li></ul><p>on its turn is make a DC 11 Wisdom saving throw, ending the</p><p>effect on itself on a success.</p>",
            "hit_dice": "",
            "id": 10175,
            "initiative": "",
            "name": "Faerie Dragon ",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Dragon"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Flameskull</h2><p>Tiny undead, neutral evil</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 40 (9d4 + 18)</p><p><strong>Speed</strong> 0 ft., fly 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>1 (-5)</td><td>17 (+3)</td><td>14 (+2)</td><td>16 (+3)</td><td>10 (+0)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +5, Perception +2</p><p><strong>Damage Resistances</strong> lightning, necrotic, piercing</p><p><strong>Damage Immunities</strong> cold, fire, poison</p><p><strong>Condition Immunities</strong> charmed, frightened,</p><p>paralyzed, poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 12</p><p><strong>Languages</strong> Common</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p>i<strong>llumination</strong>. The flameskull sheds either dim light in a 15-foot</p><p>radius, or bright light in a 15-foot radius and dim light for</p><p>an additional15 feet. It can switch between the options as an action.</p><p>&nbsp;</p><p><strong>Magic Resistance</strong>. The flameskull has advantage on saving</p><p>throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>Rejuvenation</strong>. If the flameskull is destroyed, it regair:~s all its hit ,</p><p>points in 1 hour unless holy water is sprinkled on its remains or</p><p>dispe l magic or remove curse spell is cast on them.</p><p>&nbsp;</p><p><strong>Spellcasting</strong>. The flameskull is a 5th-level spell caster. Its</p><p>spellcasting ability is Intelligence (spell save DC 13, +5 to</p><p>hit with spell attacks). It requires no somatic or material</p><p>components to cast its spells. The flameskull has the following</p><p>wizard spells prepared:</p><p>Cantrip (at will): mage hand</p><ul><li>1st level (3 slots): magic missile, shield</li><li>2nd level (2 slots): blur, flaming sphere</li><li>3rd level (1 slot): fireball</li></ul><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The flameskull uses Fire Ray twice.</p><p><strong>Fire Ray</strong>. Ranged Spell Attack: +5 to hit, range 30 ft., one target.</p><p>Hit: 10 (3d6) fire damage</p><p>&nbsp;</p><p><strong>Blazing green flames and mad</strong>, echoing laughter follow</p><p>a disembodied skull as it patrols its demesne. When</p><p>the undead flameskull discovers trespassers, it blasts</p><p>the intruders with fiery rays from its eyes and dreadful</p><p>spells called up from the dark recesses of its memory.</p><p>Dark spellcasters fashion flameskulls from the</p><p>remains of dead wizards. When the ritual is complete,</p><p>green flames erupt from the skull to complete its ghastly</p><p>transformation.</p><p>&nbsp;</p><p><strong>Legacy of Life</strong>. A flameskull only dimly recalls its</p><p>former life. Though it might speak in its old voice and</p><p>recount key events from its past, it is but an echo of its</p><p>former self. However, its undead transformation grants</p><p>it full access to the magic it wielded in life, letting it</p><p>cast spells while ignoring the material and somatic</p><p>components it can no longer employ.</p><p>&nbsp;</p><p><strong>Eternally Bound</strong>. Intelligent and vigilant, a flameskull</p><p>serves its creator by protecting a hidden treasure hoard,</p><p>a secret chamber, or a specific individual. A flameskull</p><p>carries out the directives given to it when it was created,</p><p>and it interprets those commands to the letter. A</p><p>flameskull's master must craft its instructions with care</p><p>to ensure that the creature carries out its tasks properly.</p><p>&nbsp;</p><p><strong>Wreathed in Flame</strong>. The fire wreathing a flameskull</p><p>burns continually, giving off bright light that the</p><p>creature controls. It uses those flames as a weapon,</p><p>focusing them to loose them as fiery rays from its</p><p>eye sockets.</p><p>&nbsp;</p><p><strong>Eldritch Rejuvenation</strong>. A flameskull's shattered</p><p>fragments reform unless they are splashed with holy</p><p>water or subjected to a dispel magic or remove curse</p><p>spell. If it can no longer fulfill its intended purpose,</p><p>the re-formed flameskull is beholden to no one and</p><p>becomes autonomous.</p><p>&nbsp;</p><p><strong>Undead Nature</strong>. A flameskull doesn't require air,</p><p>food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10176,
            "initiative": "",
            "name": "Flameskull",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Undead"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Fomorian</h2><p>Huge giant, chaotic evil.</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 149 (l3d12 + 65)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" 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>23 (+6)</td><td>10 (+0)</td><td>20 (+5)</td><td>9 (- 1)</td><td>14 (+2)</td><td>6 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +8, Stealth +3</p><p><strong>Senses darkvision</strong> 120ft., passive Perception 18</p><p><strong>Languages</strong> Giant, Undercommon</p><p><strong>Challenge</strong> 8 (3,900 XP)</p><p><strong>Multiattack</strong>. The fomorian attacks twice with its greatclub or</p><p>makes one greatclub attack and uses Evil Eye once.</p><p><strong>Greatclub</strong>. Melee Weapon Attack: +9 to hit, reach 15ft., one</p><p>target. Hit: 19 (3d8 + 6) bludgeoning damage .</p><p><strong>Evil</strong> <strong>Eye</strong>. The fomorian magically forces a creature it can see</p><p>within 60 feet of it to make a DC 14 Charisma saving throw. The</p><p>creature takes 27 (6d8) psychic damage on a failed save, or half</p><p>as much damage on a successful one.</p><p><strong>Curse of the Evil Eye</strong> (Recharges after a Short or Long Rest).</p><p>With a stare, the fomorian uses Evil Eye, but on a failed</p><p>save, the creature is also cursed with magical deformities.</p><p>While deformed, the creature has its speed halved and has</p><p>disadvantage on ability checks, saving throws, and attacks</p><p>based on Strength or Dexterity.</p><p>The transformed creature can repeat the saving throw</p><p>whenever it finishes a long rest, ending the effect on a success.</p><p>&nbsp;</p><p><strong>The most hideous, and wicked</strong> of all giantkind are the</p><p>godles's fomohans, whose deformed bodies reflect their</p><p>vile demeanors. Some have facial features randomly</p><p>distributed around their misshapen, warty heads.</p><p>Others have limbs of grossly different sizes and shapes,</p><p>or emit terrible howls each time they draw breath</p><p>through misshapen mouths. Their wretched appearance</p><p>rarely evokes sympathy, however, for the fomorians</p><p>brought their doom upon themselves with the evil that</p><p>rules their hearts and minds.</p><p>&nbsp;</p><p><strong>Fey Curse</strong>. The elves remember when the fomorians</p><p>were among the most handsome of races, possessed</p><p>of brilliant minds and unrivaled magical ability. That</p><p>physical perfection did not extend to their hearts,</p><p>however, as a lust for magic and power consumed them.</p><p>The fomorians sought to conquer the Feywild and</p><p>enslave its inhabitants, claiming those creatures' magic</p><p>for themselves. When the fey united to defend their</p><p>realm, the fomorians fought them and were subjected to</p><p>a terrible curse.</p><p>&nbsp;</p><p><strong>One by one</strong>, the giants fell as their bodies were</p><p>warped to reflect the evil in their hearts. Stripped of</p><p>their grace and magical power, the wretched horrors</p><p>fled from the light, delving deep beneath the world</p><p>to nurse their hatred. Cursing their fate, they have</p><p>ever after plotted vengeance against the fey that</p><p>wronged them.</p><p>&nbsp;</p><p><strong>Giants of the Underdark</strong>. The fomorians dwell</p><p>in eerily beautiful caverns in the Underdark, rarely</p><p>venturing to the surface. Their lairs feature abundant</p><p>access to water, fish, and mushroom forests, as well as</p><p>to the creatures whose slave labor keeps the fomorians</p><p>fed. When those slaves can no longer toil, they are</p><p>slain and devoured. Wickedness and depravity are the</p><p>cornerstones of fomorian society, in which the strongest</p><p>and cruelest giants rule. Fomorians mark their</p><p>territories with the corpses of their enemies, painting</p><p>their cavern walls with blood or stitching together limbs</p><p>and body parts to make mockeries of the creatures they</p><p>have killed.</p><p>&nbsp;</p><p><strong>Ruined Flesh, Evil Minds</strong>. The deformities visited</p><p>on the fomorians prevent them from hurling rocks like</p><p>their giant kin, or wearing anything more than scraps</p><p>of cloth. However, the grotesque positioning of their</p><p>eyes, noses, and ears gives fomorians keen perceptive</p><p>abilities, making it hard to surprise or ambush them.</p><p>The greed and evil of the fomorians lies at the heart</p><p>of their degeneration and fall, and continues to plague</p><p>them. Fomorians make alliances with other creatures</p><p>when it suits them, but they are disloyal by nature and</p><p>betray their allies on a whim.</p><p>&nbsp;</p><p><strong>Curse of the Evil Eye</strong>. Fomorians can pass their</p><p>curse onto others using a power called the evil eye- a</p><p>last vestige of the giants' once-remarkable spellcasting</p><p>ability. A creature cursed by a fomorian's evil eye is</p><p>magically twisted and deformed, gaining a glimpse into</p><p>the pain and malice that has consumed this evil race.</p></div>",
            "hit_dice": "",
            "id": 10177,
            "initiative": "",
            "name": "Fomorian",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Shrieker</h2><p>Medium plant, unaligned</p><p><strong>Armor Class</strong> 5</p><p><strong>Hit Points</strong> 13 (3d8)</p><p><strong>Speed</strong> 0 ft.</p><table style=\"height: 40px;\" width=\"286\"><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>1 (- 5)</td><td>1 (-5)</td><td>10 (+0)</td><td>1 (-5)</td><td>3 (- 4)</td><td>1 (-5)</td></tr></tbody></table><p><strong>Condition Immunities</strong> blinded, deafened, frightened</p><p><strong>Senses blindsigh</strong>t 30ft. (blind beyond this radius),passive Perception 6</p><p><strong>Languages</strong>-<br /><strong>Challenge</strong> 0 (10 XP)</p><p><strong>False Appearance</strong>. While the shrieker remains motionless, it is</p><p>indistinguishable from an ordinary fungus.</p><p><strong>Shriek</strong>. When bright light or a creature is within 30 feet of the</p><p>shrieker, it emits a shriek audible within 300 feet of it. The</p><p>shrieker continues to shriek until the disturbance moves out of</p><p>range and for 1d4 of the shrieker's turns afterward.</p><p>&nbsp;</p><p><strong>A shrieker</strong> is a human-sized mushroom that emits a</p><p>piercing screech to drive off creatures that disturb it.</p><p>Other creatures use the fungi as an alarm to signal the</p><p>approach of prey, and various intelligent races of the</p><p>Underdark cultivate shriekers on the outskirts of their</p><p>communities to discourage trespassers.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 10179,
            "initiative": "",
            "name": "Shrieker ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Gas Spore</h2><p>Large plant, unaligned</p><p><strong>Armor Class</strong> 5</p><p><strong>Hit Points</strong> 1 (1d10 - 4)</p><p><strong>Speed</strong> 0 ft., fly 10ft. (hover)</p><table style=\"height: 40px;\" width=\"271\"><tbody><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>COM</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>5 (- 3)</td><td>1 (-5)</td><td>3 (-4)</td><td>1 (-5)</td><td>1 (-5)</td><td>1 (-5)</td></tr></tbody></table><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> blinded, deafened, frightened, paralyzed,</p><p>poisoned, prone</p><p><strong>Senses</strong> blind sight 30ft. (blind beyond this radius),</p><p>passive Perception 5</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Death Burs</strong>t. The gas spore explodes when it drops to 0 hit</p><p>points. Each creature within 20 feet of it must succeed on a DC</p><p>15 Constitution saving throw or take 10 (3d6) poison damage</p><p>and become infected with a disease on a failed save. Creatures</p><p>immune to the poisoned condition are immune to this disease.</p><p>Spores invade an infected creature's system, killing the</p><p>creature in a number of hours equal to 1d12 +the creature's</p><p>Constitution score, unless the disease is removed. In half</p><p>that time, the creature becomes poisoned for the rest of the</p><p>duration. After the creature dies, it sprouts 2d4 Tiny gas spores</p><p>that grow to full size in 7 days.</p><p><strong>Eerie Resemblance</strong>. The gas spore resembles a beholder. A</p><p>creature that can see the gas spore can discern its true nature</p><p>with a successful DC 15 Intelligence (Nature) check.</p><p><strong>ACTIONS</strong></p><p><strong>Touch</strong>. Melee Weapon Attack: +0 to hit, reach 5 ft. , one</p><p>creature. Hit: 1 poison damage, and the creature must succeed</p><p>on a DC 10 Constitution saving throw or become infected with</p><p>the disease described in the Death Burst trait.</p><p>&nbsp;</p><p><strong>The first gas spores</strong> are thought to have been spawned</p><p>from dead beholders, whose moldering corpses fed a</p><p>parasitic fungus with aberrant magic. Having long since</p><p>adapted into a unique plant creature, a gas spore grows</p><p>quickly and purposefully out of any corpse, creating a</p><p>malevolent-looking mockery of the most feared denizen</p><p>of the Underdark.</p><p>&nbsp;</p><p><strong>Eye Tyrant's Form</strong>. A gas spore is a spherical,</p><p>balloon-like fungus that resembles a beholder from a</p><p>distance, though its true nature becomes. increasingly</p><p>obvious as one approaches it. The monster possesses</p><p>a blind central \"eye\" and rhizome growths sprouting</p><p>from its upper surface, superficially resembling a</p><p>beholder's eyestalks.</p><p>&nbsp;</p><p><strong>Death Burst</strong>. A gas spore is a hollow shell filled with a</p><p>lighter-than-air gas that enables it to float as a beholder</p><p>does. Piercing the shell with even the weakest attack</p><p>causes the creature to burst apart, releasing a cloud</p><p>of deadly spores. A creature that inhales the spores</p><p>becomes host to them, and is often dead within a day. Its</p><p>corpse then becomes the spawning ground from which</p><p>new gas spores arise.</p><p>&nbsp;</p><p><strong>Beholder Memories</strong>. A gas spore that sprouts from a</p><p>beholder's corpse sometimes carries within it memories</p><p>of its deceased parent. When the gas spore explodes, its</p><p>deadly spores cast those memories adrift. Any creature</p><p>that inhales the spores and survives inherits one or</p><p>more of the beholder's fragmented memories, and might</p><p>gain useful information about the beholder's former lair</p><p>and other nearby places and creatures of interest.</p></div>",
            "hit_dice": "",
            "id": 10181,
            "initiative": "",
            "name": "Gas Spore",
            "reference": "Usergen",
            "size": "Large",
            "type": "Plant"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Dao</h2><p>Large elemental, neutral evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 187 (15d10 + 105)</p><p><strong>Speed</strong> 30ft., burrow 30ft., fly 30ft.</p><table style=\"height: 53px;\" width=\"324\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>23 (+6)</td><td>12 (+1)</td><td>24 (+7)</td><td>12 (+1)</td><td>13 (+1)</td><td>14 (+2)</td></tr></tbody></table><strong>Saving Throws</strong> lnt +5, Wis +5 , Cha +6<br /><br /><strong>Condition Immunities</strong> petrified<br /><br /><strong>Senses</strong> darkvision 120ft., passive Perception 11<br /><br /><strong>Languages</strong> Terran<br /><br /><strong>Challenge</strong> 11 (7,200 XP)<br /><br /><strong>Earth Glide</strong>. The dao can burrow through nonmagical,<br />unworked earth and stone. While doing so, the dao doesn't<br />disturb the material it moves through .<br /><strong>Elemental Demise</strong>. If the dao dies, its body disintegrates into<br />crystalline powder, leaving behind only equipment the dao was wearing or carrying.</div><div><strong>Innate Spellcasting</strong>. The dao's innate speilcasting ability is<br />Charisma (spell save DC 14, +6 to hit with spell attacks).</div><div>It&nbsp;can innately cast the following spells, requiring no material<br />components:<br /><strong>At will</strong>: detect evil and good, detect magic, stone shape<br /><strong>3/day</strong> <strong>each</strong>: passwall, move earth, tongues<br /><strong>1/day</strong> <strong>each</strong>: conjure elemental (earth elemental only), gaseous<br />form, invisibility, phantasmal killer, plane shift, wall of stone.<br /><strong>Sure-Footed</strong>. The dao has advantage on Strength and Dexterity<br />saving throws made against effects that would knock it prone.<br /><strong>ACTIONS</strong><br /><strong>Multiattack</strong>. The dao makes two fist attacks or two<br />maul attacks.<br /><strong>Fist</strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target.<br />Hit: 15 (2d8 + 6) bludgeoning damage.<br /><strong>Maul</strong>. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.<br />Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge<br />or smaller creature, it must succeed on a DC 18 Strength check<br />or be knocked prone.</div><div>&nbsp;</div><div><strong>Dao are greedy, malicious genies</strong> from the Elemental<br />Plane of Earth. They adorn themselves with jewelry<br />crafted from precious gems and rare metals, and when<br />they fly, their lower bodies become columns of swirling<br />sand. A dao isn't happy unless it is the envy of other dao.</div><div><br /><strong>All That Glitters</strong>. The dao dwell in complexes of<br />twisting tunnels and glittering ore-veined caverns<br />on the Elemental Plane of Earth. These mazeworks<br />are continually expanding as the dao delve into and<br />reshape the rock around them. Dao care nothing for<br />the poverty or misfortune of others. A dao might grind<br />powdered gems and gold dust over its food to heighten<br />the experience of eating, devouring its wealth as mortals<br />consume a precious spice.</div><div><br /><strong>Lords of the Earth</strong>. A dao never assists a mortal<br />unless the genie has something to gain, preferably<br />treasure. Among the genies, dao are on speaking and<br />trading terms with the efreet, but they have nothing<br />but scorn for djinn and marids. Other races native to<br />the Elemental Plane of Earth avoid the dao, which are<br />always seeking new slaves to mine the mazeworks of<br />their floating earth islands.</div><div><br /><strong>Proud Slavers</strong>. The dao trade for the finest slaves<br />that money can buy, forcing them to work in dangerous<br />subterranean realms that rumble with earthquakes.<br />As much as they enjoy enslaving others, the dao<br />hate being enslaved. Powerful wizards have been<br />known to lure dao to the Material Plane and trap them<br />in the confines of magic gemstones or iron flasks.<br />Unfortunately for the dao, their greed makes it relatively<br />easy for mages to cozen them into service.</div>",
            "hit_dice": "",
            "id": 10182,
            "initiative": "",
            "name": "Dao",
            "reference": "Usergen",
            "size": "Large",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Violet Fungus</h2><p>Medium plant, unaligned</p><p><strong>Armor Class</strong> 5</p><p><strong>Hit Points</strong> 18 (4d8)</p><p><strong>speed</strong> 5 ft.</p><table style=\"height: 40px;\" width=\"268\"><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>1 (-5)</td><td>10 (+0)</td><td>1 (-5)</td><td>3 (- 4)</td><td>1 (-5)</td></tr></tbody></table><p><strong>Condition Immunities</strong> blinded, deafened, frightened</p><p><strong>Senses</strong> blindsight 30ft. (blind beyond this radius),</p><p>passive Perception 6</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>False Appearance</strong>. While the violet fungus remains motionless,</p><p>it is indistinguishable from an ordinary fungu s.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The fungu s makes 1d4 Rotting Touch attacks.</p><p><strong>Rotting Touch</strong>. Melee Weapon Attack: +2 to hit, reach 10ft., one</p><p>creature. Hit: 4 (1d8) necrotic damage.</p><p>&nbsp;</p><p><strong>This purplish mushroom</strong> uses root-like feelers growing</p><p>from its base to creep across cavern floors. The four</p><p>stalks protruding from a violet fungi's central mass</p><p>are used to lash out at prey, rotting flesh with the</p><p>slightest touch. Any creature killed by a violet fungus</p><p>decomposes rapidly. A new violet fungus sprouts from</p><p>the moldering corpse, growing to full size in 2d6 days.</p>",
            "hit_dice": "",
            "id": 10183,
            "initiative": "",
            "name": "Violet Fungus ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Galeb Duhr</h2><p>Medium elemental, neutral</p><p><strong>Armor Class</strong> 16 (natural armo r)</p><p><strong>Hit Points</strong> 85 (9d8 + 45)</p><p><strong>Speed</strong> 15ft. (30ft. when rolling, 60ft. rolling downhill)</p><table style=\"height: 53px;\" width=\"304\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>20 (+5)</td><td>14 (+2)</td><td>20 (+5)</td><td>11 (+0)</td><td>12 (+1)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>nonmagical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> exhaustion, paralyzed,</p><p>poisoned, petrified</p><p><strong>Senses</strong> darkvision 60ft., tremorsense 60ft.,</p><p><strong>passive Perception</strong> ll</p><p><strong>Languages</strong> Terran</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><p><strong>False Appearance</strong>. While the ga leb duhr remains motionless, it</p><p>is indistinguishable from a normal boulder.</p><p><strong>Rolling Charge</strong>. If the galeb duhr rolls at least 20 feet straight</p><p>toward a target and then hits it with a slam attack on the same</p><p>turn, the target takes an extra 7 (2d6) bludgeoning damage. If</p><p>the target is a creature, it must succeed on a DC 16 Strength</p><p>saving throw or be knocked prone.</p><p><strong>ACTIONS</strong></p><p><strong>Slam</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.</p><p>Hit: 12 (2d6 + 5) bludgeoning damage.</p><p><strong>Animate Boulders</strong> (1/Day). The galeb duhr magically animates</p><p>up to two boulders it can see within 60 feet of it. A boulder has</p><p>statistics like those of a galeb duhr, except it has Intelligence 1</p><p>and Charisma 1, it can't be charmed or frightened, and it lacks</p><p>this action option. A boulder remains animated as long as</p><p>the galeb duhr maintains concentration, up to l minute (as if</p><p>concentrating on a spell).</p><p>&nbsp;</p><p><strong>The galeb duhr</strong> is a boulder-like creature with stumpy</p><p>appendages that act as arms and legs. It has the ability</p><p>to animate the rocks and boulders around it, and is thus</p><p>usually encountered in rocky terrain.</p><p>&nbsp;</p><p><strong>Powerful magic</strong> allows a spellcaster to summon a</p><p>galeb duhr from the Plane of Earth. Some galeb duhr</p><p>also form naturally in places touched by that plane. The</p><p>galeb duhr is imbued with greater intelligence than most</p><p>elementals, allowing it to better assess threats and to</p><p>communicate with creatures entering its guarded area.</p><p>&nbsp;</p><p><strong>Stone Guardian</strong>. A galeb duhr doesn't age or require</p><p>sustenance, making it an excellent sentinel. A powerful</p><p>druid might charge a galeb duhr with protecting a stone</p><p>circle or sacred hilltop. Another galeb duhr might be</p><p>created to guard an underground tomb or a wizard's</p><p>tower. When it chooses to, the galeb duhr can make</p><p>itself look like an ordinary boulder, remaining perfectly</p><p>still for years at a time.</p><p>&nbsp;</p><p><strong>A galeb duhr is permanently bound to the Material</strong></p><p><strong>Plane</strong>, so that when it dies, it doesn't return to the Plane</p><p>of Earth. It has an excellent memory and is more than</p><p>happy to share information regarding its environment</p><p>with creatures it doesn't regard as threats.</p><p>&nbsp;</p><p><strong>Stone Connection</strong>. A galeb duhr can become one with</p><p>the earth around it, allowing it to imbue nearby rocks</p><p>and boulders with a semblance of life. The galeb duhr</p><p>uses its animated boulders to frighten away interlopers</p><p>and defend whatever it has been charged to protect.</p><p>When it needs to move close to those intruders, it</p><p>presses its limbs tight to its body and rolls forward at a</p><p>furious pace. '</p></div>",
            "hit_dice": "",
            "id": 10184,
            "initiative": "",
            "name": "Galeb Duhr ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Marid</h2><p>Large elemental, chaotic neutral</p><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 229 (17d10 + 136)</p><p><strong>Speed</strong> 30ft., fly 60ft., swim 90ft.</p><table style=\"height: 53px;\" width=\"305\"><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>22 (+6)</td><td>12 (+1)</td><td>26 (+8)</td><td>18 (+4)</td><td>17 (+3)</td><td>18 (+4)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +5, Wis +7, Cha +8</p><p><strong>Damage Resistances</strong> acid, cold, lightning</p><p><strong>Senses</strong> blindsight 30ft., darkvision 120ft.,</p><p>passive Perception 13</p><p><strong>Languages</strong> Aquan</p><p><strong>Challenge</strong> 11 (7,200 XP)</p><p><strong>Amphibious</strong>. The marid can breathe air and water.</p><p><strong>Elemental Demise</strong>. If the marid dies, its body disintegrates into</p><p>a burst of water and foam , leaving behind only equipment the</p><p>marid was wearing or carrying.</p><p><strong>Innate Spellcasting</strong>. The marid's innate spellcasting ability is</p><p>Charisma (spell save DC 16, +8 to hit witn spell attacks). It</p><p>can innately cast the following spells, requiring no material</p><p>components:</p><p><strong>At will</strong>: create or destroy water, detect evil and good, detect</p><p>magic,fog cloud, purify food and drink</p><p><strong>3/day each</strong>: tongues, water breathing, water walk</p><p><strong>1/day each</strong>: conjure elemental (water elemental only), control</p><p>water, gaseous form, invisibility, plane shift</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The marid makes two trident attacks.</p><p><strong>Trident</strong>. Melee or Ranged Weapon Attack: +10 to hit, reach 5</p><p>ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing</p><p>damage, or 15 (2d8 + 6) piercing damage if used with two</p><p>hands to make a melee attack.</p><p><strong>Water jet</strong>. The marid magically shoots water in a 60-foot lin e</p><p>that is 5 feet wide. Each creature in that line must make a DC</p><p>16 Dexterity saving throw. On a failure, a target takes 21 (6d6)</p><p>bludgeoning damage and, if it is Huge or smaller, is pushed</p><p>up to 20 feet away from the marid and knocked prone. On a</p><p>success, a target takes half the bludgeoning damage, but is</p><p>neither pushed nor knocked prone.</p><p>&nbsp;</p><p><strong>Hailing from the Elemental Plane of Water</strong>, the marids</p><p>are the most wondrous of genie-kind. Although all</p><p>genies wield great power, even the lowliest marid sees</p><p>itself as clearly superior to the flighty djinn, the ground-<br />hugging dao, and the fuming efreet.</p><p>&nbsp;</p><p><strong>Large and piscine</strong>, marids are a strange sight to</p><p>behold, particularly when clad in the finely stitched vests</p><p>and colorful pantaloons they favor. They speak in voices</p><p>as soft as the sea breeze or as sonorous as storm waves</p><p>breaking against a rocky cliff. In flight, their lower</p><p>bodies transform into columns of foamy water.</p><p>&nbsp;</p><p><strong>Water Lords</strong>. Water is a marid's native element,</p><p>and the genie can manipulate water in virtually any</p><p>way it desires. A marid can walk on water and breathe</p><p>naturally beneath its surface. It can create water or</p><p>shape clouds of fog and mist from the vapor in the air.</p><p>It can even transform itself into mist, or use water as a</p><p>weapon to bludgeon its foes.</p><p>&nbsp;</p><p><strong>Marid Homes</strong>. Marids are rare on the Material Plane.</p><p>They inhabit mighty and majestic coral fortresses</p><p>located in the Elemental Plane of Water. These citadels</p><p>float in the depths of the plane and contain opulent, air-<br />filled chambers where slaves and guests reside.</p><p>&nbsp;</p><p><strong>A marid doesn't expect much from its slaves</strong>, simply</p><p>wanting to have them for the status of ownership.</p><p>Marids go out of their way to obtain skilled slaves, and</p><p>aren't above kidnapping mortal artists, entertainers, or</p><p>storytellers for use in their courts.</p><p>&nbsp;</p><p><strong>Egotistical Hierarchs</strong>. All mar ids claim a title of</p><p>nobility, and the race is awash in shahs, sultans, muftis,</p><p>and khedives. Most of these titles are mere pretense on</p><p>the part of the self-important marids.</p><p>Marids treat all others-including other genies- as</p><p>inferiors of various grades, ranging from poor cousins to</p><p>petty annoyances. They tolerate djinn, dislike dao, and</p><p>despise efreet.</p><p>&nbsp;</p><p><strong>Humanoids</strong> are among the lowest of the creatures</p><p>that marids must tolerate, although they sometimes</p><p>deal with powerful wizards and exceptional leaders</p><p>on an almost-equal footing. Doing so has sometimes</p><p>proven to be a mistake, since wizards have managed to</p><p>imprison marids in conch shells, flasks, and decanters</p><p>over the ages. Bribery and flattery are the best means of</p><p>dealing with marids, to which an obsequious mortal is a</p><p>creature that knows its place.</p><p>&nbsp;</p><p><strong>Whimsical Storytellers</strong>. Marids are champion tale-<br />tellers, whose favorite legends emphasize the prowess</p><p>of marids in general and of the speaker in particular.</p><p>Fanciful genies, they lie often and creatively. They aren't</p><p>always malicious in their deception, but embellishments</p><p>suit their fancy. Marids consider it a crime for a lesser</p><p>being to interrupt one of their tales, and offending a</p><p>marid is a sure way to invoke its wrath.</p></div>",
            "hit_dice": "",
            "id": 10187,
            "initiative": "",
            "name": "Marid",
            "reference": "Usergen",
            "size": "Large",
            "type": "Elemental"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Githyanki Warrior</h2><p>Medium humanoid (gith), lawful evil</p><p><strong>Armor Class</strong> 17 (half plate)</p><p><strong>Hit Points</strong> 49&nbsp;(9d8 + 9)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 40px;\" width=\"392\"><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><p>15(+2)</p></td><td><p>14(+2)</p></td><td><p>12(+1 )</p></td><td><p>13(+1)</p></td><td><p>13(+1)</p></td><td><p>10(+0)</p></td></tr></tbody></table><p><strong>Saving Throws&nbsp;</strong>con+3 int+3 wis+3</p><p><strong>senses</strong> passive preception</p><p><strong>language</strong> gith</p><p><strong>challange</strong> 3(700 XP)</p><p><strong>Innate Spellcasting</strong> (Psionics). The githyanki's innate</p><p>spellcasting ability is Intelligence. It can innately cast the</p><p>following spells, requiring no components:</p><p><strong>At will</strong>: mage hand (the hand</p><p><strong>3/day</strong> each: jump, misty step, nondetection (self only)</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The githyanki makes two greatsword attacks.</p><p><strong>Greatsword</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft</p><p>one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)</p><p>psychic damage.</p>",
            "hit_dice": "",
            "id": 10188,
            "initiative": "",
            "name": "Githyanki Warrior",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Githyanki Knight</h2><p>Medium humanoid (gith), lawful evil</p><p><strong>Armor Class</strong> 18 (plate)</p><p><strong>Hit Points</strong> 91 (14d8+8)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 75px;\" width=\"305\"><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><p>16 (+3)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><p><strong>saving throws</strong> con+5 int+5 wis+5</p><p><strong>senses passive</strong> preception 12</p><p><strong>Languages</strong> Gith</p><p><strong>challange</strong> 8 (3,900 XP)</p><p><strong>Innate Spellcasting</strong> (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can inn ately cast the following s pells,requiring no components:</p><p><strong>At will</strong>: mage hand (the hand is invisible)</p><p><strong>3/day</strong> each: jump, misty step, nondetection (self only), tongues</p><p><strong>l/day</strong> each: plane shift, telekinesis</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The githyanki makes two silver greatsword attacks.</p><p><strong>Silver Greatsword</strong>. Melee Weapon Attack: +9 to hit, reach</p><p>5 ft., one target. Hit: 13 (2d6 + 6)</p><p>10 (3d6) psychic damage. This is a magic weapon attack.</p><p>On a critical hit against a target in an astral body (as with</p><p>the astral projection spell), the githyanki can cut the silvery</p><p>cord that tethers the target to its material body, instead of</p><p>dealing damage.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 10189,
            "initiative": "",
            "name": "Githyanki Knight",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Githzerai Monk</h2><p>Medium humanoid (gith), lawful neutral</p><p><strong>Armor</strong> <strong>Class</strong> 14</p><p><strong>Hit Points</strong> 38 (7d8 + 7)</p><p><strong>Speed</strong> 30ft.</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>12 (+1)</td><td>15 (+2)</td><td>12 (+1)</td><td>13 (+1)</td><td>14 (+2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Innate Spellcasting</strong> (Psionics). The githzerai's innate</p><p>spellcasting ability is Wisdom. It can innately cast the following</p><p>spells, requiring no components:</p><p><strong>At will</strong> : mage hand (the hand is invisible)</p><p><strong>3/day</strong> each: feather fall, jump, see invisibility, shield</p><p><strong>Psychic Defense</strong>. While the githzerai is wearing no armor and</p><p>wielding no shield , its AC includes its Wisdom modifier.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The githzerai makes two unarmed strikes.</p><p><strong>Unarmed Strike</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. ,</p><p>one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8)</p><p><strong>psychic damage</strong>. This is a magic weapon attack.</p></div>",
            "hit_dice": "",
            "id": 10190,
            "initiative": "",
            "name": "Githzerai Monk",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Githzerai Zerth</h2><p>Medium humanoid (gith), lawful neutral</p><p><strong>Armor Class</strong> 17</p><p><strong>Hit Points</strong> 84 (13d8 + 26)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 40px;\" width=\"343\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>13 (+1)</td><td>18 (+4)</td><td>15 (+2)</td><td>16 (+3)</td><td>17 (+3)</td><td>12 (+1)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +4, Dex +7, lnt +6, Wis +6</p><p><strong>Skills</strong> Arcana +6, Insight +6, Perception +6</p><p><strong>Senses</strong> passive Perception 16</p><p><strong>Languages</strong> Gith</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><p><strong>Innate Spellcasting</strong> (Psionics). The githzerai's spellcasting</p><p>ability is Wisdom (spell save DC 14, +6 to hit with spell</p><p>attacks). It can innately cast the following spells, requiring no components:</p><p><strong>At will</strong>: mage hand (the hand is invisible)</p><p><strong>3/day</strong> each:feather fall, jump, see invisibility, shield</p><p><strong>1/day</strong> each: phantasmal killer, plane shift</p><p><strong>Psychic Defense</strong>. While the githzerai is wearing no armor and</p><p>wielding no shield, its AC includes its Wisdom modifier.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The githzerai makes two unarmed strikes.</p><p><strong>Unarmed Strike</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. ,</p><p>one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8)</p><p><strong>psychic damage</strong>. This is a magic weapon attack.</p>",
            "hit_dice": "",
            "id": 10191,
            "initiative": "",
            "name": "Githzerai Zerth ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Gnoll Pack Lord</h2><p>Medium humanoid (gno/1), chaotic evil</p><p><strong>Armor Class</strong> 15 (hide armor, shield)</p><p><strong>Hit Points</strong> 22 (5d8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"342\"><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>14 (+2)</td><td>13 (+1)</td><td>8 (- 1)</td><td>11 (+0)</td><td>9 (-1)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Gnoll</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Rampage</strong>. When the gnoll reduces a creatu re to 0 hit points</p><p>with a melee attack on its turn , the gnoll can take a bonus</p><p>action to move up to half its speed and make a bite attack.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The gnoll makes two attacks, either with its glaive</p><p>or its lon gbow, and uses its Incite Rampage if it can.</p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.</p><p>Hit: 5 (1d4 + 3) piercing damage.</p><p><strong>Glaive</strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one target.</p><p>Hit: 8 (1d10 + 3) slashing damage .</p><p><strong>Longbow</strong>. Ranged Weapon Attack: +4 to hit, range 1 50J600 ft.,</p><p>one target. Hit: 6 (1d8 + 2) piercing damage .</p><p><strong>Incite Rampage</strong> (Recharge 5- 6). One creature the gnoll can see</p><p>within 30 feet of it can use its reaction to make a melee attack</p><p>if it can hear the gnoll and has the Rampage trait.</p></div>",
            "hit_dice": "",
            "id": 10192,
            "initiative": "",
            "name": "Gnoll Pack Lord ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Gnoll Fang Of Yeenohu</h2><p>Medium fiend (gno/1), chaotic evil</p><p><strong>Armor Class</strong> 14 (hide armor)</p><p><strong>Hit Points</strong> 65 (10d8 + 20)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"368\"><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>15 (+2)</td><td>10 (+0)</td><td>11 (+0)</td><td>13 (+1)</td></tr></tbody></table><p><strong>Saving Throws</strong> Con +4, Wis +2, Cha +3</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Abyssal, Gnoll</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Rampage</strong>. When the gnoll reduces a creatu re to 0 hit points</p><p>with a melee attack on its turn , the gnoll ca n take a bonus</p><p>action to move up to half its speed and make a bite attack.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The gnoll makes three attacks: one with its bite</p><p>and two with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.</p><p>Hit: 6 (1d6 + 3) pierci ng damage, and the target must</p><p>succeed on a DC 12 Constitution saving throw or take 7 (2d6)</p><p>poison damage.</p><p><strong>Claw</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.</p><p>Hit: 7 (1d 8 + 3) slas hing damage.</p></div>",
            "hit_dice": "",
            "id": 10193,
            "initiative": "",
            "name": "Gnoll Fang Of Yeenohu",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Goblin Boss</h2><p>Small humanoid (goblinoid), neutral evil</p><p><strong>Armor Class</strong> 17 (chain shirt, shield)</p><p><strong>Hit Points</strong> 21 (6d6)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"325\"><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>10 (+0)</td><td>14 (+2)</td><td>10 (+0)</td><td>10 (+0)</td><td>14 (+2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +6</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 9</p><p><strong>Languages</strong> Common, Goblin</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Nimble Escape</strong>. The goblin can take the Disengage or Hide</p><p>action as a bonus action on each of its turns.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The goblin makes two attacks with its scimitar.</p><p>The second attack has disadvantage.</p><p><strong>Scimitar</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one</p><p>target. Hit: 5 (1d6 + 2) slashing damage.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</p><p><strong>REACTIONS</strong></p><p><strong>Redirect Attack</strong>. When a creature the goblin can see targets</p><p>it with an attack, the goblin chooses another goblin within 5</p><p>feet of it. The two goblins swap places, and the chosen goblin</p><p>becomes the target instead.</p></div>",
            "hit_dice": "",
            "id": 10194,
            "initiative": "",
            "name": "Goblin Boss",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Grell</h2><p>Medium aberration, neutral evil</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 55 (10d8 + 10)</p><p><strong>Speed</strong> 10ft., fly 30ft. (hover)</p><table style=\"height: 53px;\" width=\"305\"><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>15 (+2)</td><td>14 (+2)</td><td>13 (+1)</td><td>12 (+1)</td><td>11 (+0)</td><td>9 (- 1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4, Stealth +6</p><p><strong>Damage Immunities</strong> lightning</p><p><strong>Condition Immunities</strong> blinded, prone</p><p><strong>Senses</strong> blindsight 60ft. (blind beyond this radius),</p><p><strong>passive</strong> Perception 14</p><p><strong>Languages</strong> Grell</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The grell makes two attacks: one with its tentacles</p><p>and one with its beak.</p><p><strong>Tentacles</strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one</p><p>creature. Hit: 7 (1d10 + 2) piercing damage, and the target</p><p>must succeed on a DC 11 Constitution saving throw or be</p><p>poisoned for 1 minute. The poiso ned target is paralyzed, and</p><p>it can repeat the saving throw at the end of each of its turns,</p><p>ending the effect on a success.</p><p>The target is also grappled (escape DC 15). If the target is</p><p>Medium or smaller, it is also restrained until this grapple ends.</p><p>While grappling the target, the grell has advantage on attack</p><p>rolls agai nst it and can't use this attack aga inst other targets.</p><p>When the grell moves, any Medium or sma ller target it is</p><p>gra ppling moves with it.</p><p><strong>Beak</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.</p><p>Hit: 7 (2d4 + 2) piercing damage.</p><p>&nbsp;</p><p><strong>A grell</strong> resembles a bulbous floating brain with a wide,</p><p>sharp beak. Its ten long tentacles a re made of hundreds</p><p>of ring-shaped muscles sheathed in tough fibrous</p><p>hide. Sharp barbs line the tip each tentacle and inject</p><p>paralytic venom. The grell can pa rti ally retract its barbs</p><p>into its tentacles to handle or manipulate objects it</p><p>doesn't want to pierce or tear.</p><p>&nbsp;</p><p><strong>Grells have no eyes</strong> and floats by means of a sort of</p><p>levitation. They have keen hearing, however, and their</p><p>skin is s ensitive to vibrations and electrical fields,</p><p>a llowing them to detect the presence of creatures and</p><p>objects in their immediate vicinity. The creature's ability</p><p>to manipulate electricity to sense and move also allow it</p><p>to absorb lightning without harm.</p><p>Although solitary by nature, grells sometimes gather</p><p>in small groups called covens.</p><p>&nbsp;</p><p><strong>Floating Ambushers</strong>. A grell prefers to ambush</p><p>lone creatures or stragglers, hovering silently near the</p><p>ceiling of a passage or cavern until a suitable target</p><p>passes below, whereupon it descends quickly and wraps</p><p>its tentacles around its prey. It then floats away to its lair</p><p>with the paralyzed creature in its clutches.</p><p>&nbsp;</p><p><strong>Alien Devourers</strong>. Grell are alien predators that group</p><p>other creatures into three categories: edibles, inedibles,</p><p>and Great Eaters (those rare creatures that might prey</p><p>on a grell). Grells have no compunction about attacking</p><p>creatures they classify as edible, including humanoids.</p><p>They tend to avoid bigger creatures that they have little</p><p>hope of carrying away.</p><p>&nbsp;</p><p><strong>A grell will sometimes</strong> allow adventurers to wage</p><p>war on the other monstrous inhabitants of the dungeon</p><p>complex it calls home, staying out of the adventurers'</p><p>way as they dispose of larger threats while waiting for</p><p>the right time to strike.</p></div>",
            "hit_dice": "",
            "id": 10195,
            "initiative": "",
            "name": "Grell ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Grick Alpha</h2><p>Large monstrosity, neutral</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d10 + 20)</p><p><strong>Speed</strong> 30ft., clim b 30ft.</p><table style=\"height: 40px;\" width=\"309\"><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>16 (+3)</td><td>15 (+2)</td><td>4 (-3)</td><td>14 (+2)</td><td>9 (-1)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing</p><p>damage from nonmagical weapons</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 12</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong>Stone Camouflage</strong>. The grick has advantage on Dexterity</p><p>(Stealth) checks made to hide in rocky terrain.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The grick makes two attacks: one with its tail and</p><p>one with its tentacles. If it hits with its tentacles, the grick can</p><p>make one beak attack against the same target.</p><p><strong>Tail</strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.</p><p>Hit: 11 (2d6 + 4) bludgeoning damage.</p><p><strong>Tentacles</strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one</p><p>target. Hit: 22 (4d8 + 4) slashing damage.</p><p><strong>Beak</strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.</p><p>Hit: 13 (2d8 + 4) piercing damage.</p><p>&nbsp;</p><p><strong>The wormlike grick waits unseen</strong>, blending in with the</p><p>rock of the caves and caverns it haunts. Only when prey</p><p>comes near does it rear up, its four barbed tentacles</p><p>unfurling to reveal its hungry, snapping beak.</p><p>&nbsp;</p><p><strong>Passive Predators</strong>. Gricks rarely hunt. Instead, they</p><p>drag their rubbery bodies to places where creatures</p><p>regularly pass, lurking out of sight amid rocky rubble</p><p>and debris, squeezing into burrows, holes, or crevices,</p><p>climbing up to ledges, or coiling a round stalactites</p><p>to drop on unwary prey. A grick consumes virtually</p><p>anything that moves except for other gricks. It targets</p><p>the nearest prey, grabbing a fallen creature with its</p><p>tentacles and dragging it off to eat alone.</p><p>&nbsp;</p><p><strong>Roving Ambushers</strong>. Gricks remain in an area until</p><p>the food supply dwindles, often because sentient</p><p>creatures become aware of their presence and plot</p><p>alternate routes a round their lairs. When prey is scarce</p><p>in the Underdark, gricks venture aboveground to hunt</p><p>in the wilderness, lurking in trees or on cliff-side ledges.</p><p>A grick pack is often led by a single well-fed, oversized</p><p>alpha around which the others congregate.</p><p>&nbsp;</p><p><strong>Spoils of Slaughter</strong>. Over time, grick lairs accumulate</p><p>the cast-off possessions of intelligent prey, and expert</p><p>guides know to look out for these telltale signs.</p><p>Underdark explorers sometimes seal off the routes</p><p>leading to and from a grick lair to starve them, then</p><p>claim the wealth of the foul creatures' victims.</p></div>",
            "hit_dice": "",
            "id": 10196,
            "initiative": "",
            "name": "Grick Alpha ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Helmed Horor</h2><p>Medium construct, neutral</p><p><strong>Armor Class</strong> 20 (plate, shield)</p><p><strong>Hit Points</strong> 60 (8d8 + 24)</p><p><strong>Speed</strong> 30ft., fly 30ft.</p><table style=\"height: 40px;\" width=\"430\"><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>13 (+1)</td><td>16 (+3)</td><td>10 (+0)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>non magical weapons that aren't adamantine</p><p><strong>Damage Immunities</strong> force, necrotic, poison</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, frightened,</p><p>paralyzed, petrified, poisoned, stunned</p><p><strong>Senses</strong> blind sight 60ft. (blind beyond this radius),</p><p>passive Perception 14</p><p><strong>Languages</strong> understands the languages of its creator but</p><p>can't speak</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Magic Resistance</strong>. The helmed horror has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Spell Immunity</strong>. The helmed horror is immune to three spells</p><p>chosen by its creator. Typical immunities include fireball, heat</p><p>metal, and lightning bolt.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The helmed horror makes two longsword attacks.</p><p><strong>Longsword</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one</p><p>target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)</p><p>slashing damage if used with two hands.</p><p>&nbsp;</p><p><strong>This construct possesses</strong> intelligence, the ability</p><p>to reason and adjust its tactics, and an unswerving</p><p>devotion to its maker that persists even after its</p><p>maker's demise. Resembling an animated suit of</p><p>empty plate armor, a helmed horror serves without</p><p>ambition or emotion.</p><p>&nbsp;</p><p><strong>Magical Purpose</strong>. Though it takes more magical</p><p>resources to create a helmed horror than a lesser</p><p>suit of animated armor, the helmed horror requires</p><p>less direction and maintenance as it carries out its</p><p>appointed tasks. A helmed horror follows its orders</p><p>with complete loyalty, and is intelligent enough to</p><p>understand the difference between an order's intent and</p><p>its exact wording. Unlike many constructs, it seeks to</p><p>fulfill the former rather than slavishly follow the latter.</p><p>&nbsp;</p><p><strong>Tactical Cunning</strong>. A helmed horror fights with</p><p>the cunning of a skilled warrior, taking to the air as</p><p>it attacks weaker characters and spellcasters first.</p><p>However, a helmed horror lacks the insight to change</p><p>its environment, fortify it, or otherwise take active</p><p>measures to improve its defensive position.</p><p>&nbsp;</p><p><strong>Constructed Nature</strong>. A helmed horror doesn't</p><p>require air, food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10197,
            "initiative": "",
            "name": "Helmed Horor",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Hobgoblin Capitan</h2><p>Medium humanoid (goblinoid), lawful evil</p><p><strong>Armor Class</strong> 17 (half plate)</p><p><strong>Hit Points</strong> 39 (6d8 + 12)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"304\"><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>15 (+2)</td><td>14 (+2)</td><td>14 (+2)</td><td>12 (+1)</td><td>10 (+0)</td><td>13 (+1)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Common, Goblin</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Martial Advantage</strong>. Once per turn, the hobgoblin can deal</p><p>an extra 10 (3d6) damage to a creature it hits with a weapon</p><p>attack if that creature is with in 5 feet of an ally of the hobgoblin</p><p>that isn't incapacitated.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The hobgoblin makes two greatsword attacks.</p><p><strong>Greatsword</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one</p><p>target. Hit: 9 (2d6 + 2) piercing damage.</p><p><strong>Javelin</strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or</p><p>range 30/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</p><p><strong>Leadership</strong> (Recharges after a Short or Long Rest). For 1</p><p>minute, the hobgoblin can utter a special command or warning</p><p>whenever a nonhostile creature that it can see within 30 feet</p><p>of it makes an attack roll or a saving throw. The creature can</p><p>add a d4 to its roll provided it can hear and understand the</p><p>hobgoblin. A creature can benefit from only one Leadership die</p><p>at a time. This effect ends if the hobgoblin is incapacitated.</p></div>",
            "hit_dice": "",
            "id": 10198,
            "initiative": "",
            "name": "Hobgoblin Capitan",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Hobgoblin Warlord</h2><p>Medium humanoid (goblinoid), lawful evil</p><p><strong>Armor Class</strong> 20 (plate, shield)</p><p><strong>Hit Points</strong> 97 (13d8 + 39)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" 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>16 (+3)</td><td>14 (+2)</td><td>16 (+3)</td><td>14 (+2)</td><td>11 (+0)</td><td>15 (+2)</td></tr></tbody></table><p><strong>Saving Throws</strong> lnt +5, Wis +3, Cha +5</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Common, Goblin</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><p><strong>Martial Advantage</strong>. Once per turn, the hobgoblin can deal an</p><p>extra 14 (4d6) damage to a creature it hits with a weapon attack</p><p>if that creature is within 5 feet of an ally of the hobgoblin that</p><p>isn't incapacitated.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The hobgoblin makes three melee attacks.</p><p>Alternatively, it can make two ranged attacks with its javelins.</p><p><strong>Longsword</strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one</p><p>target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)</p><p>slashing damage if used with two hands.</p><p><strong>Shield</strong> Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one</p><p>creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is</p><p>Large or smaller, it must succeed on a DC 14 Strength saving</p><p>throw or be knocked prone.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.</p><p><strong>Leadership</strong> (Recharges after a Short or Long Rest). For 1</p><p>minute, the hobgoblin can utter a special command or warning</p><p>whenever a non hostile creature that it can see within 30 feet</p><p>of it makes an attack roll or a saving throw. The creature can</p><p>add a d4 to its roll provided it can hear and understand the</p><p>hobgoblin. A creature can benefit from only one Leadership die</p><p>at a time. This effect ends if the hobgoblin is incapacitated.</p><p><strong>REACTIONS</strong></p><p><strong>Parry</strong>. The hobgoblin adds 3 to its AC against one melee attack</p><p>that would hit it. To do so, the hobgoblin must see the attacker</p><p>and be wielding a melee weapon.</p></div>",
            "hit_dice": "",
            "id": 10199,
            "initiative": "",
            "name": "Hobgoblin Warlord ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Hook Horror</h2><p>Large monstrosity, neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d10 + 20)</p><p><strong>Speed</strong> 30ft., climb 30ft.</p><table style=\"height: 53px;\" width=\"294\"><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>10 (+0)</td><td>15 (+2)</td><td>6 (-2)</td><td>12 (+1)C</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3</p><p><strong>Senses</strong> blindsight 60ft., darkvision 10ft., passive Perception 13</p><p><strong>Languages</strong> Hook Horror</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Echolocation</strong>. The hook horror can't use its blindsight</p><p>while deafened.</p><p><strong>Keen Hearing</strong>. The hook horror has advantage on Wisdom</p><p>(Perception) checks that rely on hearing.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The hook horror makes two hook attacks.</p><p><strong>Hook</strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one target.</p><p>Hit: 11 (2d6 + 4) piercing damage.</p><p>&nbsp;</p><p><strong>A fierce predator of the Underdark</strong>, the hook horror</p><p>aggressively defends its hunting grounds. The</p><p>subterranean caverns where these creatures dwell echo</p><p>with the constant clacking and scraping of their hooks</p><p>as they wend their way up cliffs and along cavern walls.</p><p>The monstrous hook horror has a head resembling a</p><p>vulture's and the torso of an enormous beetle, with an</p><p>exoskeleton studded by sharp, bony protuberances. It</p><p>gains its name from its long, powerfully built arms and</p><p>legs, which end in wickedly curved hooked claws.</p><p>&nbsp;</p><p><strong>Echoes in the Dark</strong>. Hook horrors communicate by</p><p>striking their hooks against their exoskeletons or the</p><p>stone surfaces around them. What sounds to others like</p><p>random clacking noise is actually a complex language</p><p>that only hook horrors understand, and which carries</p><p>for miles through the echoing Underdark.</p><p>&nbsp;</p><p><strong>Pack Predators</strong>. The omnivorous hook horrors eat</p><p>lichens, fungi, plants, and any creature they can catch.</p><p>A hook horror's hooked limbs give it excellent purchase</p><p>on rock surfaces, and these creatures use their</p><p>climbing skills to ambush prey from above. They hunt</p><p>in packs, working together against the largest and most</p><p>dangerous opponents. If a battle goes poorly, a hook</p><p>horror quickly climbs a cavern wall to flee.</p><p>&nbsp;</p><p><strong>Dedicated Clans</strong>. Hook horrors live in extended</p><p>family groups or clans. Each clan is ruled by the eldest</p><p>female, who typically places her mate in charge of</p><p>the clan's hunters. Hook horrors lay eggs, which are</p><p>clustered in a central, well-defended area of a clan's</p><p>home caverns.</p></div>",
            "hit_dice": "",
            "id": 10200,
            "initiative": "",
            "name": "Hook Horror",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Intellect Devourer</h2><p>Tiny aberration, lawful evil</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 21 (6d4 + 6)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 53px;\" width=\"305\"><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>6 (- 2)</td><td>14 (+2)</td><td>13 (+1)</td><td>12 (+1)</td><td>11 (+0)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +2, Stealth +4</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and sl ashing from</p><p>non magical weapons</p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses</strong> blindsight 60ft. (blind beyond this radius),</p><p>passive Perception 12</p><p><strong>languages</strong> understands Deep Speech but can't speak,</p><p>telepathy 60ft.</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Detect Sentience</strong>. The intellect devourer can sense the</p><p>presence and location of any creature within 300 feet of it that</p><p>has an Intelligence of 3 or higher, regardless of interposing</p><p>barriers, unless the creature is protected by a mind blank spell.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The intellect devourer makes one attack with its</p><p>claws and uses Devour Intellect.</p><p><strong>Claws</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 7 (2d4 + 2) slashing damage.</p><p><strong>Devour Intellect</strong>. The intellect devourer targets one creature</p><p>it can see within 10 feet of it that has a brain. The target must</p><p>succeed on a DC 12 Intelligence saving throw aga inst this</p><p>magic or take 11 (2d10) psychic damage. Also on a failure,</p><p>roll3d6: If the total equals or exceeds the target's Intelligence</p><p>score, that score is reduced to 0. The target is stunned until it</p><p>regains at least one point of Intelligence.</p><p><strong>Body Thief</strong>. The intellect devourer initiates an Intelligence</p><p>contest with an incapacitated humanoid within 5 feet of it. If</p><p>it wins the contest, the intellect devourer magically consumes</p><p>the target's brain, teleports into the target's skull, and takes</p><p>control of the target's body. While inside a creature, the</p><p>intellect devourer has total cover against attacks and other</p><p>effects originating outsiDe its host. The intellect devourer</p><p>retains its Intelligence, Wisdom, and Charisma scores, as</p><p>well as its understanding of Deep Speech, its telepathy, and</p><p>its traits. It otherwise adopts the target's statistics. It knows</p><p>everything the creature knew, including spells and languages.</p><p><strong>If the host body</strong> drops to 0 hit points, the intellect devourer</p><p>must leave it. A protection from evil and good spell cast on the</p><p>body drives the intellect devourer out. The intellect devourer</p><p>is also forced out if the target regains its devoured brain by</p><p>means of a wish. By spending 5 feet of its movement, the</p><p>intellect devourer can voluntarily leave the body, teleporting to</p><p>the nearest unoccupied space within 5 feet of it. The body then</p><p>dies, unless its brain is restored within 1 round.</p><p>&nbsp;</p><p><strong>An intellect devourer</strong> resembles a walking brain</p><p>protected by a crusty covering and set on bestial clawed</p><p>legs. This foul aberration feeds on the intelligence of</p><p>sentient creatures, taking over a victim's body on behalf</p><p>of its mind ftayer masters.</p><p>&nbsp;</p><p><strong>Illithid Creations</strong>. Mind ftayers breed intellect</p><p>devourers to serve as roaming hunters of the</p><p>Underdark, creating an intellect devourer by taking the</p><p>brain of a thrall and subjecting it to a horrible ritual. As</p><p>it sprouts legs, the brain becomes an intelligent predator</p><p>as twisted and evil as its masters.</p><p>&nbsp;</p><p><strong>Deadly Puppet Masters</strong>. An intellect devourer</p><p>consumes a creature's mind and memories, then turns</p><p>the host body into a puppet under its control. An intellect</p><p>devourer typically uses its puppet host to lure others</p><p>into the domain of the mind flayers to be enthralled</p><p>or consumed.</p></div>",
            "hit_dice": "",
            "id": 10201,
            "initiative": "",
            "name": "Intellect Devourer",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Kenku</h2><p>Medium humanoid(kenku), chaotic neutral</p><p><strong>Armor class</strong> 13</p><p><strong>Hit points</strong> 13 (3d8)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 53px;\" width=\"325\"><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>10 (+0)</td><td>16 (+3)</td><td>10 (+0)</td><td>11 (+0)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Deception +4, Perception +2, Stea lth +5</p><p><strong>Senses passive</strong> Perception 12</p><p><strong>Languages</strong> understands Auran and Common but speaks only</p><p>through the use of its Mimicry trait</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Ambusher</strong>. The kenku has advantage on attack rolls against any</p><p>creature it has surprised.</p><p><strong>Mimicry</strong>. The kenku can mimic any sounds it has heard,</p><p>including voices. A creature that hears the sounds can tell they</p><p>are imitations with a successful DC 14 Wisdom (Insight) check.</p><p><strong>ACTIONS</strong></p><p><strong>Shortsword</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>target. Hit: 6 (1d6 + 3) piercing damage.</p><p><strong>Shortbow</strong>. Ranged Weapon Attack: +5 to hit, range 80/320 ft. ,</p><p>one target. Hit: 6 (1d6 + 3) piercing damage.</p><p>&nbsp;</p><p><strong>Kenku are feathered humanoids</strong> that wander the world</p><p>as vagabonds, driven by greed. They can perfectly</p><p>imitate any sound they hear.</p><p>&nbsp;</p><p><strong>Fallen Flocks</strong>. Kenku wear ill-fitting cloaks, robes,</p><p>and rags. These garments cover the soft, sleek feathers</p><p>of their bodies, shrouding their bare arms and legs.</p><p>They tread lightly when they walk, on talons made for</p><p>grasping the branches of trees and seizing prey from the</p><p>lofty skies. Soft as the wind they move, so as not to draw</p><p>attention to their shameful forms.</p><p>&nbsp;</p><p><strong>Once, the kenku held the wind</strong> in their wings,</p><p>embracing the gusty sky and singing the sweet language</p><p>of birdsong. Serving a master whose identity is now</p><p>lost to their memory, the kenku coveted the glittering</p><p>baubles of his household, and longed to speak so</p><p>that they could cajole and swindle others out of such</p><p>treasures. Stealing the secret of speech from a volume</p><p>in their master's library, they disguised themselves</p><p>in rags to beg for pretty things. When their master</p><p>learned of their greed, he stripped away their wings as</p><p>punishment, forcing them to beg forever.</p><p>&nbsp;</p><p><strong>Speech in Pantomime</strong>. Kenku can mimic the sound</p><p>of anything they hear. A kenku asking for money might</p><p>make the sound of coins clinking t9gether, and a</p><p>kenku referring to a busy marketplace can reproduce</p><p>the cacophony of hawking vendors, barking dogs,</p><p>bleating sheep, and the cries of street urchins. When</p><p>mimicking voices, they can only repeat words and</p><p>phrases they have heard, not create new sentences.</p><p>To converse with a kenku is to witness a performance of</p><p>imitated sounds and almost nonsensical verse.</p><p>&nbsp;</p><p><strong>Kenku speak to one another</strong> in much the same</p><p>way. Because they are adept at interpreting one</p><p>another's glances and gestures, the sounds they make</p><p>to communicate complex ideas or emotions can be</p><p>succinct. Groups of kenku also develop secret codes.</p><p>For example, a cat's meow might be the secret code for</p><p>\"Prepare to attack!\" or \"Flee for your lives!\"</p><p>Their talent for mimicry extends to handwriting, and</p><p>criminal organizations often employ kenku to forge</p><p>documents. When a kenku commits a crime, it might</p><p>forge evidence to implicate another creature.</p><p>&nbsp;</p><p><strong>The Wistful Wingless</strong>. All kenku pine for the ability</p><p>to fly, and thus the punishments they mete out to one</p><p>another often involve false wings, such as heavy wings</p><p>of wood borne as a mark of shame. As a final, tragic</p><p>reminder of the wings they once had, kenku carry</p><p>out executions by hurling their condemned from tall</p><p>buildings or cliffs.</p>",
            "hit_dice": "",
            "id": 10202,
            "initiative": "",
            "name": "Kenku",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Winged Kobold</h2><p>Small humanoid (kobold), lawful evil</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 7 (3d6 - 3)</p><p><strong>Speed</strong> 30 ft., fly 30 ft.</p><table style=\"height: 53px;\" width=\"285\"><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>7 (- 2)</td><td>16 (+3)</td><td>9 (-1)</td><td>8 (- 1)</td><td>7 (- 2)</td><td>8 (- 1)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 60ft., passive Perception 8</p><p><strong>Languages</strong> Common, Draconic</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Sunlight Sensitivity</strong>. While in sunlight, the kobold has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>Pack Tactics</strong>. The kobold has advantage on an attack roll</p><p>against a creature if at least one of the kobold's allies is within</p><p>5 feet of the creatu re and the ally isn't incapacitated.</p><p><strong>ACTIONS</strong></p><p><strong>Dagger</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 5 (1d4 + 3) piercing damage.</p><p><strong>Dropped Rock</strong>. Ranged Weapon Attack: +5 to hit,</p><p>one target directly below the kobold. Hit: 6 (1d6 + 3)</p><p>bludgeoning damage.</p>",
            "hit_dice": "",
            "id": 10203,
            "initiative": "",
            "name": "Winged Kobold",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Kuo-Toa</h2><p>Medium humanoid (kuo-toa), neutral evil</p><p><strong>Armor Class</strong> 13 (natural armor, shield)</p><p><strong>Hit Points</strong> 18 (4d8)</p><p><strong>Speed</strong> 30ft., swim 30ft.</p><table style=\"height: 53px;\" 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>13 (+1)</td><td>10 (+0)</td><td>11 (+0)</td><td>11 (+0)</td><td>10 (+0)</td><td>8 (- 1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4</p><p><strong>Senses</strong> darkvision 120 ft. , passive Perception 14</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Amphibious</strong>. The kuo-toa can breathe air and water.</p><p>Otherworldly Perception. The kuo-toa can sense the presence</p><p>of any creature within 30 feet of it that is invisible or on the</p><p>Ethereal Plane. It can pinpoint such a creature that is moving.</p><p><strong>Slippery</strong>. The kuo-toa has advantage on ability checks and</p><p>saving throws made to escape a grapple.</p><p><strong>Sunlight Sensitivity</strong>. While in sunlight, the kuo-toa has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.</p><p>Hit: 3 (1d4 + 1) piercing damage.</p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or</p><p>range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or</p><p>5 (1d8 + 1) piercing damage if used with two hands to make a</p><p>melee attack.</p><p><strong>Net</strong>. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large</p><p>or smaller creature. Hit: The target is restrained. A creature</p><p>can use its action to make a DC 10 Strength check to free itself</p><p>or another creature in a net, ending the effect on a success.</p><p>Dealing 5 slashing damage to the net (AC 10) frees the target</p><p>without harming it and destroys the net.</p><p><strong>REACTIONS</strong></p><p><strong>Sticky Shield</strong>. When a creature misses the kuo-toa with a melee</p><p>weapon attack, the kuo-toa uses its sticky shield to catch</p><p>the weapon. The attacker must succeed on a DC 11 Strength</p><p>saving throw, or the weapon becomes stuck to the kuo-toa's</p><p>shield. If the weapon's wielder can't or won't let go of the</p><p>weapon, the wielder is grappled while the weapon is stuck.</p><p>While stuck, the weapon can't be used. A creature can pull</p><p>the weapon free by taking an action to make a DC 11 Strength</p><p>check and succeeding.</p>",
            "hit_dice": "",
            "id": 10204,
            "initiative": "",
            "name": "Kuo-Toa",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Kuo-Toa Archpriest</h2><p>Medium humanoid (kuo-toa), neutral evil</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 97 (13d8 + 39)</p><p><strong>Speed</strong> 30ft., swim 30ft.</p><table style=\"height: 53px;\" width=\"308\"><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>14 (+2)</td><td>16 (+3)</td><td>13 (+1)</td><td>16 (+3)</td><td>14 (+2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +9, Religion +6</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 19</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge</strong> 6 (2.300 XP)</p><p><strong>Amphibious</strong>. The kuo-toa can breathe air and water.</p><p><strong>Otherworldly Perception</strong>. The kuo-toa can sense the presence</p><p>of any creature within 30 feet of it that is invisible or on the</p><p><strong>Ethereal Plane</strong>. It can pinpoint such a creature that is moving.</p><p><strong>Slippery</strong>. The kuo-toa has advantage on ability checks and</p><p>saving throws made to escape a grapple.</p><p><strong>Sunlight Sensitivity</strong>. While in sunlight, the kuo-toa has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>Spellcasting</strong>. The kuo-toa is a lOth-level spell caster. Its</p><p>spellcasting ability is Wisdom (spell save DC 14, +6 to hit</p><p>with spell attacks). The kuo-toa has the following cleric</p><p><strong>spells prepared</strong>:</p><p><strong>Cantrips</strong> (at will): guidance, sacred flame, thaumaturgy</p><ul><li>lst level (4 slots): detect magic, sanctuary, shield of faith</li><li>2nd level (3 slots): hold person, spiritual weapon</li><li>3rd level (3 slots): spirit guardians, tongues</li><li>4th level (3 slots): control water, divination</li><li>5th level (2 slots): mass cure wounds, scrying</li></ul><p><strong>Multiattack</strong>. The kuo-toa makes two melee attacks.</p><p><strong>Scepter</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one</p><p>target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6)</p><p>lightning damage.</p><p><strong>Unarmed Strike</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft.,</p><p>one target. Hit: 4 (ld4 + 2) bludgeoning damage.</p></div>",
            "hit_dice": "",
            "id": 10207,
            "initiative": "",
            "name": "Kuo-Toa Archpriest ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Kuo-Toa Whip</h2><p>Medium humanoid (kuo-toa), neutral evil</p><p><strong>Armor Class</strong> 11 (natural armor)</p><p><strong>Hit Points</strong> 65 (l0d8 + 20)</p><p><strong>Speed</strong> 30ft., swim 30 ft.</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>14 (+2)</td><td>12 (+1)</td><td>14 (+2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +6, Religion +4</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 16</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Amphibious</strong>. The kuo-toa can breathe air and water.</p><p><strong>Otherworldly Perception</strong>. The kuo-toa can sense the presence</p><p>of any creature within 30 feet of it that is invisible or on the</p><p>Ethereal Plane. It can pinpoint such a creature that is moving.</p><p><strong>Slippery</strong>. The kuo-toa has advantage on ability checks and</p><p>saving throws made to escape a grapple.</p><p><strong>Sunlight</strong> <strong>Sensitivity</strong>. While in sunlight, the kuo-toa has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>Spellcasting</strong>. The kuo-toa is a 2nd-level spellcaster. Its</p><p>spellcasting ability is Wisdom (spell save DC 12, +4 to hit</p><p>with spell attacks). The kuo-toa has the following cleric</p><p>spells prepared:</p><p><strong>Cantrips</strong> (at will): sacred flame, thaumaturgy</p><p><strong>1st level</strong> (3 slots): bane, shield of faith</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The kuo-toa makes two attacks: one with its bite</p><p>and one with its pincer staff.</p><p><strong>Bite</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 4 (ld4 + 2) piercing damage.</p><p><strong>Pincer</strong> <strong>Staff</strong>. Melee Weapon Attack: +4 to hit, reach 10ft.,</p><p>one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is</p><p>a Medium or smaller creature, it is grappled (escape DC 14).</p><p>Until this grapple ends, the kuo-toa can't use its pincer staff on</p><p>another target.</p></div>",
            "hit_dice": "",
            "id": 10208,
            "initiative": "",
            "name": "Kuo-Toa Whip",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Lizardfolk Shaman</h2><p>Medium humanoid (lizardjolk), neutral</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit</strong> <strong>Points</strong> 27 (Sd8 + 5)</p><p><strong>Speed</strong> 30 ft., swim 30 ft.</p><table style=\"height: 40px;\" width=\"331\"><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>15 (+2)</td><td>10 (+0)</td><td>13 (+1)</td><td>10 (+0)</td><td>15 (+2)</td><td>8 (- 1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4, Stealth +4, Survival +6</p><p><strong>Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Draconic</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Hold Breath</strong>. The lizardfolk can hold its breath for 15 minutes.</p><p><strong>Spellcasting</strong> (Lizardfolk Form Only). The lizardfolk is a 5th-level</p><p>spellcaster. Its spellcasting abi lity is Wisdom (spell save DC</p><p>12, +4 to hit with spell attacks). The lizardfolk has the following</p><p>druid spells prepared:</p><p><strong>Can trips</strong> (at wi ll) : druidcraft, produce flam e, thorn whip</p><ul><li>1st Level (4 slots): entangle ,fog cloud</li><li>2nd Level (3 slots): heat metal, spike growth</li><li>3rd Leve l (2 slots): conjure animals (reptiles only) , plant growth</li></ul><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong> (Lizardfolk Form Only). The lizardfolk makes two</p><p>attacks: one with its bite and one with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing</p><p>damage in crocodile form. If the lizardfolk is in crocodile form</p><p>and the target is a Large or smaller creature, the target is</p><p>grappled (escape DC 12). Until this grapple ends, the target is</p><p>restrained, and the li zardfolk can't bite another target. If the</p><p>li zardfolk reverts to its true form, the grapple ends.</p><p>Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,</p><p>reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.</p><p><strong>Change Shape</strong> (Recharges after a Short or Long Rest). The</p><p>lizardfolk magically polymorphs into a crocodile, remaining</p><p>in that form for up to 1 hour. It can revert to its true form as</p><p>a bonus action. Its statistics, other than its size, are the same</p><p>in each form. Any equipment it is wearing or carrying isn't</p><p>transformed. It reverts to its true form if it dies .</p></div>",
            "hit_dice": "",
            "id": 10209,
            "initiative": "",
            "name": "Lizardfolk Shaman ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Lizardfolk King/Queen</h2><p>Medium humanoid (lizardjolk), chaotic evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 78 (l2d8 + 24)</p><p><strong>Speed</strong> 30ft., swim 30ft.</p><table style=\"height: 40px;\" width=\"307\"><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>12 (+1)</td><td>15 (+2)</td><td>11 (+0)</td><td>11 (+0)</td><td>15 (+2)</td></tr></tbody></table><p><strong>Saving Throws</strong> Con +4, Wis +2</p><p><strong>Skills</strong> Perception +4, Stealth +5, Survival +4</p><p><strong>Condition Immunities</strong> frightened</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Abyssal, Draconic</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Hold Breath</strong>. The lizardfolk ca n hold its breath for 15 minutes.</p><p><strong>Skewer</strong>. Once per turn , when the lizardfolk makes a melee</p><p>attack with its trident and hits, the target takes an extra 10</p><p>(3d6) damage, and the lizardfolk gains temporary hit points</p><p>equal to the extra damage dealt.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The lizardfolk makes two attacks: one with its</p><p>bite and one with its claws or trident or two melee attacks with</p><p>its trident.</p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 6 (1d6 + 3) piercing damage.</p><p><strong>Claws</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 5 (1d4 + 3) slashing damage.</p><p><strong>Trident</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or</p><p>range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or</p><p>7 (1d8 + 3) piercing damage if used with two hands to make a</p><p>melee attack.</p></div>",
            "hit_dice": "",
            "id": 10210,
            "initiative": "",
            "name": "Lizardfolk King/Queen ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Mud Mephit</h2><p>Small elemental, neutral evil</p><p><strong>Armor Class</strong> 11</p><p><strong>Hit Points</strong> 27 (6d6 + 6)</p><p><strong>Speed 20ft</strong>&nbsp;fly 20ft, swim 20ft.</p><table style=\"height: 40px;\" width=\"278\"><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>8 (-1)</td><td>12 (+1)</td><td>12 (+1)</td><td>9 (-1)</td><td>11 (+0)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +3</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Aquan, Terran</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Death Burst</strong>. When the mephit dies, it explodes in a burst of</p><p>sticky mud. Each Medium or smaller creature within 5 feet</p><p>of it must succeed on a DC 11 Dexterity saving throw or be</p><p>restrained until the end of the creature's next turn.</p><p><strong>False Appearance</strong>. While the mephit remains motionless, it is</p><p>indistinguishable from an ordinary mound of mud.</p><p><strong>ACTIONS</strong></p><p><strong>Fists</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.</p><p>Hit: 4 (1d6 + 1) bludgeoning damage.</p><p><strong>Mud Breath</strong> (Recharge 6). The mephit belches viscid mud</p><p>onto one creature within 5 feet of it. If the target is Medium</p><p>or smaller, it must succeed on a DC 11 Dexterity saving throw</p><p>or be restrained for 1 minute. A creature can repeat the saving</p><p>throw at the end of each of its turns, ending the effect on itself</p><p>on a success.</p></div>",
            "hit_dice": "",
            "id": 10212,
            "initiative": "",
            "name": "Mud Mephit ",
            "reference": "Usergen",
            "size": "Small",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Smoke Mephit</h2><p>Small elemental, neutral evil</p><p><strong>Armor Class</strong> 12</p><p>Hit Points 22 (5d6 + 5)</p><p>Speed 30 ft. , fly 30ft.</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 10213,
            "initiative": "",
            "name": "Smoke Mephit ",
            "reference": "Usergen",
            "size": "Small",
            "type": "Elemental"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Mind Flayer</h2><p>Medium aberration, lawful evil</p><p><strong>Armor Class</strong> 15 (breastplate)</p><p><strong>Hit Points</strong> 71 (13d8 + 13)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"310\"><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>11 (+0)</td><td>12 (+1)</td><td>12 (+1)</td><td>19 (+4)</td><td>17 (+3)</td><td>17 (+3)</td></tr></tbody></table><p><strong>Saving</strong> <strong>Throws</strong> lnt +7, Wis +6, Cha +6</p><p><strong>Skills</strong> Arcana +7, Deception +6, Insight +6, Perception +6,</p><p>Persuasion +6, Stealth +4</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Deep Speech, Undercommon , telepathy 120ft.</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong>Magic Resistance</strong>. The mind flayer has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Innate Spellcasting</strong> (Psionics). The mind flayer's innate</p><p>spellcasting ability is Intelligence (spell save DC 15). It can</p><p>innately cast the following spells, requiring no components:</p><p><strong>At will</strong>: detect thoughts, levitate</p><p><strong>l/day</strong> each: dominate monster, plane shift (self only)</p><p><strong>ACTIONS</strong></p><p><strong>Tentacles</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one</p><p><strong>creature</strong>. Hit: 15 (2dl0 + 4) psychic damage. If the target is</p><p>Medium or smaller, it&nbsp;is grappled (escape DC 15) and must</p><p>succeed on a DC 15 Intelligence saving throw or be stunned</p><p>until this grapple ends.</p><p><strong>Extract Brain</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft.,</p><p>one incapacitated humanoid grappled by the mind flayer. Hit:</p><p>The target takes 55 (lOdlO) piercing&nbsp;damage. If this damage</p><p>reduces the target to 0 hit points, the mind flayer kills the</p><p>target by extracting and devouring its brain.</p><p><strong>Mind Blast</strong> (Recharge 5-6). The mind flayer magically emits</p><p>psychic energy in a 60-foot cone. Each creature in that area</p><p>must succeed on a DC 15 Intelligence saving throw or take</p><p>22 (4d8 + 4) psychic damage and be stunned for 1 minute. A</p><p>creature can repeat the saving throw at the end of each of its turns,</p><p>ending the effect on itself on a success.</p><p>&nbsp;</p><p><strong>VARIANT: MIND FLAYER ARCANIST</strong></p><p>A few mind flayers supplement their psionic power with</p><p>arcane spells. However, they are regarded as deviants by their</p><p>illithid peers and usually shunned. A mind flayer arcanist has</p><p>a challenge rating of8 (3,900 XP) and the following trait.</p><p>Spellcasting. The mind flayer is a l0th-level spellcaster.</p><p>Its spellcasting ability is Intelligence (save DC 15, +7 to hit</p><p>with spell attacks). The mind flayer has the following wizard</p><p>spells prepared:</p><p><strong>Cantrips</strong> (at will): blade ward, dancing lights, mage hand,</p><p>shocking grasp</p><ul><li>lst level (4 slots): detect magic, disguise self, shield, sleep</li><li>2nd level (3 slots): blur, invisibility, ray of enfeeblement</li><li>3rd level (3 slots): clairvoyance, lightning bolt, sending</li><li>4th level (3 slots): confusion, hallucinatory terrain</li><li>5th level (2 slots): telekinesis, wall of force</li></ul><p>&nbsp;</p><p><strong>Mind fiayers</strong>, also called illithids, are the scourge of</p><p>sentient creatures across countless worlds. Psionic</p><p>tyrants, slavers, and interdimensional voyagers, they</p><p>are insidious masterminds that harvest entire races for</p><p>their own twisted ends. Four tentacles snake from their</p><p>octopus-like heads, flexing in hungry anticipation when</p><p>sentient creatures come near.</p><p>&nbsp;</p><p><strong>In eons past</strong>, illithids controlled empires that spanned</p><p>many worlds. They subjugated and consequently warped</p><p>whole races of humanoid slaves, including the githyanki</p><p>and githzerai, the grimlocks, and the kuo-toa. Conjoined</p><p>by a collective consciousness, the illithids hatch plots</p><p>as far-reaching and evil as their fathomless minds</p><p>can conceive.</p><p>&nbsp;</p><p><strong>Since the fall of their empires</strong>, illithid collectives on</p><p>the Material Plane have resided in the Underdark.</p><p>&nbsp;</p><p><strong>Psionic Commanders</strong>. Mind fiayers possess psionic</p><p>powers that enable them to control the minds of</p><p>creatures such as troglodytes, grimlocks, quaggoths,</p><p>and ogres. Illithids prefer to communicate via telepathy</p><p>and use their telepathy when issuing commands to</p><p>their thralls.</p><p>&nbsp;</p><p><strong>When an illithid meets strong resistance</strong>, it avoids</p><p>initial combat as it orders its thralls to attack. Like</p><p>physical extensions of the illithid's thoughts, these</p><p>thralls interpose themselves between the mind</p><p>fiayer and its foes, sacrificing their lives so that their</p><p>master can escape.</p><p>&nbsp;</p><p><strong>Hive Mind Colonies</strong>. Solitary mind fiayers are likely</p><p>rogues and outcasts. Most illithids belong to a colony</p><p>of sibling mind fiayers devoted to an elder brain- a</p><p>massive brain-like being that resides in a briny pool</p><p>near the center of a mind fiayer community. From its</p><p>pool, an elder brain telepathically dictates its desires to</p><p>each individual mind fiayer within 5 miles of it, for it is</p><p>able to hold multiple mental conversations at once.</p><p>&nbsp;</p><p><strong>Hunger of the Mind.</strong> Illithids subsist on the brains</p><p>of humanoids. The brains provide enzymes, hormones,</p><p>and psychic energy necessary for their survival. An</p><p>illithid healthy from a brain-rich diet secretes a thin</p><p>glaze of mucus that coats its mauve skin.</p><p>An illithid experiences euphoria as it devours</p><p>the brain of a humanoid, along with its memories,</p><p>personality, and innermost fears. Mind fiayers will</p><p>sometimes harvest a brain rather than devour it, using it</p><p>as part of some alien experiment or transforming it into</p><p>an intellect devourer.</p><p>&nbsp;</p><p><strong>QUALITH</strong></p><p>On the rare occasion that mind flayers need to write</p><p>something down, they do so in Qualith. This system of</p><p>tactile writing (similar to braille) is read by an illithid's</p><p>tentacles. Qualith is written in four-line stanzas and is so</p><p>alien in construction that non-illithids must resort to magic</p><p>to discern its meaning. Though Qualith can be used to keep</p><p>records, illithids most often use it to mark portals or other</p><p>surfaces with warnings or instructions.</p>",
            "hit_dice": "",
            "id": 10217,
            "initiative": "",
            "name": "Mind Flayer ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Monodrone</h2><p>Medium construct, lawful neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 5 (1d8 + 1)</p><p><strong>Speed</strong> 30ft., fly 30ft.</p><table style=\"height: 53px;\" width=\"284\"><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>10 (+0)</td><td>13 (+1)</td><td>12 (+1)</td><td>4 (-3)</td><td>10 (+0)</td><td>5 (-3)</td></tr></tbody></table><p><strong>Senses</strong> truesight 120ft., passive Perception 10</p><p><strong>Languages </strong>Modron</p><p><strong>Challenge</strong> 1/8 (25 XP)</p><p><strong>Axiomatic Mind</strong>. The monodrone can't be compelled to act in a</p><p>manner contrary to its nature or its instructions.</p><p><strong>Disintegration</strong>. If the monodrone dies, its body disintegrates</p><p>into dust, leaving behind its weapons and anything else it</p><p>was carrying.</p><p><strong>ACTIONS</strong></p><p><strong>Dagger</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 3 (1d4 + 1) piercing damage.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.</p><p>&nbsp;</p><p><strong>A monodrone</strong> can perform one simple task at a time and</p><p>can relay a single message of up to forty-eight words.<br /><br /></p><p><strong>VARIANT: Rogue Modron</strong></p><p>A modron unit sometimes becomes defective, either through</p><p>natural decay or exposure to chaotic forces. Rogue modrons</p><p>don't act in accordance with Primus's wishes and directives,</p><p>breaking laws, disobeying orders, and even engaging in</p><p>violence. Other modrons hunt down such rogues.</p><p>A rogue mod ron loses the Axiomatic Mind trait and can</p><p>have any alignment other than lawful neutral. Otherwise, it</p><p>has the same statistics as a regular mod ron of its rank.</p></div>",
            "hit_dice": "",
            "id": 10225,
            "initiative": "",
            "name": "Monodrone",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Duodrone</h2><p>Medium construct, lawful neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 11 (2d8 + 2)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"289\"><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>11 (+0)</td><td>13 (+1)</td><td>12 (+1)</td><td>6 (-2)</td><td>10 (+0)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Senses</strong> truesight 120ft., passive Perception 10</p><p><strong>Languages</strong> Modron</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Axiomatic</strong> <strong>Mind</strong>. The duodrone can't be compelled to act in a</p><p>manner contrary to its nature or its instructions.</p><p><strong>Disintegration</strong>. If the duodrone dies, its body disintegrates</p><p>into dust, leaving behind its weapons and anything else it</p><p>was carrying.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The duodrone makes two fist attacks or two</p><p>javelin attacks.</p><p><strong>Fist</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:</p><p>2 (1d4) bludgeoning damage.</p><p><strong>Javelin</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.</p><p>&nbsp;</p><p><strong>The blocky duodrones</strong> supervise units of monodrones</p><p>and can perform up to two tasks at a time.</p><p>&nbsp;</p><p><strong>VARIANT: Rogue Modron</strong></p><p>A modron unit sometimes becomes defective, either through</p><p>natural decay or exposure to chaotic forces. Rogue modrons</p><p>don't act in accordance with Primus's wishes and directives,</p><p>breaking laws, disobeying orders, and even engaging in</p><p>violence. Other modrons hunt down such rogues.</p><p>A rogue mod ron loses the Axiomatic Mind trait and can</p><p>have any alignment other than lawful neutral. Otherwise, it</p><p>has the same statistics as a regular mod ron of its rank.</p></div>",
            "hit_dice": "",
            "id": 10226,
            "initiative": "",
            "name": "Duodrone",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Tridrone</h2><p>Medium construct, lawful neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 16 (3d8 + 3)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 51px;\" width=\"316\"><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>13 (+1)</td><td>12 (+1)</td><td>9 (- 1)</td><td>10 (+0)</td><td>9 (- 1)</td></tr></tbody></table><p><strong>Senses</strong> truesight 120ft., passive Perception 10</p><p><strong>Languages</strong> Modron</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Axiomatic Mind</strong>. The tridrone can't be compelled to act in a</p><p>manner contrary to its nature or its instructions.</p><p><strong>Disintegration</strong>. If the tridrone dies, its body disintegrates</p><p>into dust, leaving behind its weapons and anything else it</p><p>was carrying.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The tridrone makes three fist attacks or three</p><p>javelin attacks.</p><p><strong>Fist</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:</p><p>3 (1d4 + 1) bludgeoning damage.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 4 (ld6 + 1) piercing damage.</p><p>&nbsp;</p><p><strong>Tridrones</strong> are shaped like inverted pyramids. They lead</p><p>lesser modrons in battle.</p><p>&nbsp;</p><p><strong>VARIANT: Rogue Modron</strong></p><p>A modron unit sometimes becomes defective, either through</p><p>natural decay or exposure to chaotic forces. Rogue modrons</p><p>don't act in accordance with Primus's wishes and directives,</p><p>breaking laws, disobeying orders, and even engaging in</p><p>violence. Other modrons hunt down such rogues.</p><p>A rogue mod ron loses the Axiomatic Mind trait and can</p><p>have any alignment other than lawful neutral. Otherwise, it</p><p>has the same statistics as a regular mod ron of its rank.</p>",
            "hit_dice": "",
            "id": 10227,
            "initiative": "",
            "name": "Tridrone",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Quadrone</h2><p>Meaium construct, lawful neutral</p><p><strong>Armor Class</strong> 16 (natural armor)</p><p><strong>Hit Points</strong> 22 (4d8 + 4)</p><p><strong>Speed</strong> 30ft., fly 30ft.</p><table style=\"height: 53px;\" width=\"308\"><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>14 (+2)</td><td>12 (+1)</td><td>10 (+0)</td><td>10 (+0)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +2</p><p><strong>Senses</strong> truesight 120ft., passive Perception 12</p><p><strong>Languages</strong> Madron</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Axiomatic Mind</strong>. The quadrone can't be compelled to act in a</p><p>manner contrary to its nature or its instructions.</p><p><strong>Disintegration</strong>. If the quad rone dies, its body disintegrates</p><p>into dust, leaving behind its weapons and anything e lse it</p><p>was carrying.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The quad rone makes two fist attacks or four</p><p>shortbow attacks.</p><p><strong>Fist</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:</p><p>3 (1d4 + 1) bludgeoning damage.</p><p><strong>Shortbow</strong>. Ranged Weapon Attack: +4 to hit, range 80(320 ft, one target</p><p>Hit: 5 (1d6 + 2) piercing damage.</p><p>&nbsp;</p><p><strong>Astute combatants</strong>, quadrones serve as artillery and</p><p>field officers in the regiments of modron armies.</p><p>&nbsp;</p><p><strong>VARIANT: Rogue Modron</strong></p><p>A modron unit sometimes becomes defective, either through</p><p>natural decay or exposure to chaotic forces. Rogue modrons</p><p>don't act in accordance with Primus's wishes and directives,</p><p>breaking laws, disobeying orders, and even engaging in</p><p>violence. Other modrons hunt down such rogues.</p><p>A rogue mod ron loses the Axiomatic Mind trait and can</p><p>have any alignment other than lawful neutral. Otherwise, it</p><p>has the same statistics as a regular modron of its rank.</p>",
            "hit_dice": "",
            "id": 10228,
            "initiative": "",
            "name": "Quadrone",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Pentadrone</h2><p>Large construct, lawful neutral</p><p><strong>Armor Class</strong> 16 (natural armor)</p><p><strong>Hit Points</strong> 32 (5d10 + 5)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 53px;\" width=\"314\"><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>15 (+2)</td><td>14 (+2)</td><td>12 (+1)</td><td>10 (+0)</td><td>10 (+0)</td><td>13 (+1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4</p><p><strong>Senses</strong> truesight 120ft., passive Perception 14</p><p><strong>Languages</strong> Madron</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Axiomatic Mind</strong>. The pentadrone can't be compelled to act in a</p><p>manner contrary to its nature or its instructions.</p><p><strong>Disintegration</strong>. lfthe pentadrone dies, its body disintegrates</p><p>into dust, leaving behind its weapons and anything e lse it</p><p>was carrying.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The pentadrone makes five arm attacks.</p><p><strong>Arm</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 5 (ld6 + 2) bludgeoning damage.</p><p><strong>Paralysis Gas</strong> (Recharge 5- 6). The pent adrone exhales a 30&middot;</p><p>foot cone of gas. Each creature in that area must succeed on a</p><p>DC ll Constitution saving throw or be paralyzed for 1 minute.</p><p>A creature can repeat the saving throw at the end of each of its</p><p>turns, ending the effect on itself on a success.</p><p>&nbsp;</p><p><strong>Pentadrones oversee</strong> Mechanus's worker populace and</p><p>call improvise in response to new situations.</p><p>&nbsp;</p><p><strong>VARIANT: Rogue Modron</strong></p><p>A modron unit sometimes becomes defective, either through</p><p>natural decay or exposure to chaotic forces. Rogue modrons</p><p>don't act in accordance with Primus's wishes and directives,</p><p>breaking laws, disobeying orders, and even engaging in</p><p>violence. Other modrons hunt down such rogues.</p><p>A rogue mod ron loses the Axiomatic Mind trait and can</p><p>have any alignment other than lawful neutral. Otherwise, it</p><p>has the same statistics as a regular modron of its rank.</p></div>",
            "hit_dice": "",
            "id": 10229,
            "initiative": "",
            "name": "Pentadrone",
            "reference": "Usergen",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Spore Servant Template</h2><p>A spore servant is any Large or smaller creature brought</p><p>back to life by the animating spores of a myconid</p><p>sovereign. A creature that was never flesh and blood</p><p>to begin with (such as a construct, elemental, ooze,</p><p>plant, or undead) can't be turned into a spore servant.</p><p>The following characteristics change or are added to a</p><p>creature that becomes a spore servant.</p><p><strong>Retained Characteristics</strong>. The servant retains its</p><p>Armor Class, hit points, Hit Dice, Strength, Dexterity,</p><p>Constitution, vulnerabilities, resistances, and imml!nities.</p><p><strong>Lost Characteristics</strong>. The servant loses its original</p><p>saving throw and skill bonuses, special senses, and</p><p>special traits. It loses any action that isn't Multiattack or</p><p>a melee weapon attack that deals bludgeoning, piercing,</p><p>or slashing damage. If it has an action or a melee weapon</p><p>attack that deals some other type of damage, it loses the</p><p>ability to deal damage of that type, unless the damage</p><p>comes from a piece of equipment, such as a magic item.</p><p><strong>Type</strong>. The servant's type is plant, and it loses any tags.</p><p><strong>Alignment</strong>. The servant is unaligned.</p><p><strong>Speed</strong>. Reduce all the servant's speeds by 10 feet, to a</p><p>minimum of 5 feet.</p><p><strong>Ability Scores</strong>. The servant's ability scores change as</p><p>follows: Int 2 (-4), Wis 6 (- 2), Cha 1 (-5).</p><p><strong>Senses</strong>. The servant has blindsight with a radius of</p><p>30 feet, and it is blind beyond this radius.</p><p><strong>Condition Immunities</strong>. The servant can't be blinded,</p><p>charmed, frightened, or paralyzed.</p><p><strong>Languages</strong>. The servant loses all known languages,</p><p>but it responds to orders given to it by myconids using</p><p>rapport spores. The servant gives highest priority to</p><p>orders received from the most powerful myconid.</p><p><strong>Attacks</strong>. If the servant has no other means of dealing</p><p>damage, it can use its fists or limbs to make unarmed</p><p>strikes. On a hit, an unarmed strike deals bludgeoning</p><p>damage equal to ld4 +the servant's Strength modifier,</p><p>or, if the servant is Large, 2d4 + its Strength modifier.</p></div>",
            "hit_dice": "",
            "id": 10230,
            "initiative": "",
            "name": "Spore Servant Template ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Myconid Sprout</h2><p>Small plant, lawful neutral</p><p><strong>Armor</strong> <strong>Class</strong> 13 (natura l armo r)</p><p><strong>Hit Points</strong> 7 (2d6)</p><p><strong>Speed</strong> 10 ft.</p><table style=\"height: 40px;\" width=\"275\"><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>8 (-1)</td><td>10 (+0)</td><td>10 (+0)</td><td>8 (-1)</td><td>11 (+0)</td><td>5 (-3)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 120ft., passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>Distress Spores</strong>. When the myconid takes damage, all other</p><p>myconids within 240 feet of it can sense its pain.</p><p><strong>Sun Sickness</strong>. While in sunlight, the myconid has disadvantage</p><p>on ability checks, attack rolls, and saving throws. The myconid</p><p>dies if it spends more than 1 hour in direct sunlight.</p><p><strong>ACTIONS</strong></p><p><strong>Fist</strong>. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit:</p><p>1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.</p><p><strong>Rapport Spores</strong> (3/Day). A 10-foot radius of spores extends</p><p>from the myconid. These spores can go around corners and</p><p>affect only creatures with an Intelligence of 2 or higher that</p><p>aren't undead, constructs, or elementals. Affected creatures</p><p>can communicate telepathically with one another while they are</p><p>within 30 feet of each other. The effect lasts for 1 hour.</p><p>&nbsp;</p><p><strong>Myconids are intelligent, ambulatory fungi</strong> that live</p><p>in the Underdark, seek enlightenment, and deplore</p><p>violence. If approached peacefully, myconids gladly</p><p>provide shelter or allow safe passage through</p><p>their colonies.</p><p>&nbsp;</p><p><strong>Circles and Melds</strong>. The largest myconid in a colony</p><p>is its sovereign, which presides over one or more social</p><p>groups called circles. A circle consists of twenty or more</p><p>myconids that work, live, and meld together.</p><p>&nbsp;</p><p><strong>A meld is a form of communal meditation</strong> that</p><p>allows myconids to transcend their dull subterranean</p><p>existence. The myconids' rapport spores bind the</p><p>participants into a group consciousness. Hallucination</p><p>spores then induce a shared dream that provides</p><p>entertainment and social interaction. Myconids consider</p><p>melding to be the purpose of their existence. They use</p><p>it in the pursuit of higher consciousness, collective</p><p>union, and spiritual apotheosis. Myconids also use their</p><p>rapport spores to communicate telepathically with other</p><p>sentient creatures.</p><p>&nbsp;</p><p><strong>Myconid Reproduction</strong>. Like other fungi, myconids</p><p>reproduce by mundane sporing. They carefully control</p><p>their spores' release to avoid overpopulation.</p></div>",
            "hit_dice": "",
            "id": 10233,
            "initiative": "",
            "name": "Myconid Sprout ",
            "reference": "Usergen",
            "size": "Small",
            "type": "Plant"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Myconid Adult</h2><p>Medium plant, lawful neutral</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 22 (4d8 + 4)</p><p><strong>Speed</strong> 20ft.</p><table style=\"height: 53px;\" width=\"296\"><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>10 (+0)</td><td>10 (+0)</td><td>12 (+1)</td><td>10 (+0)</td><td>13 (+1)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 120ft., passive Perception 11</p><p><strong>Languages</strong>-<br /><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Distress Spores</strong>. When the myconid takes damage, all other</p><p>myconids within 240 feet of it can sense its pain.</p><p><strong>Sun Sickness</strong>. While in sunlight, the myconid has disadvantage</p><p>on ability checks, attack rolls, and saving throws. The myconid</p><p>dies if it spends more than 1 hour in direct sunlight.</p><p><strong>ACTIONS</strong></p><p><strong>Fist</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:</p><p>5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.</p><p><strong>Pacifying Spores</strong> (3/Day). The myconid ejects spores at one</p><p>creature it can see within 5 feet of it. The target must succeed</p><p>on a DC 11 Constitution saving throw or be stunned for 1</p><p>minute. The target can repeat the saving throw at the end of</p><p>each of its turns, ending the effect on itself on a success.</p><p><strong>Rapport Spores</strong>. A 20-foot radius of spores extends from the</p><p>myconid. These spores can go around corners and affect only</p><p>creatures with an Intelligence of 2 or higher that aren't undead,</p><p>constructs, or elementals. Affected creatures can communicate</p><p>telepathically with one another while they are within 30 feet of</p><p>each other. The effect lasts for 1 hour.</p><p>&nbsp;</p><p><strong>Myconids are intelligent, ambulatory fungi</strong> that live</p><p>in the Underdark, seek enlightenment, and deplore</p><p>violence. If approached peacefully, myconids gladly</p><p>provide shelter or allow safe passage through</p><p>their colonies.</p><p>&nbsp;</p><p><strong>Circles and Melds</strong>. The largest myconid in a colony</p><p>is its sovereign, which presides over one or more social</p><p>groups called circles. A circle consists of twenty or more</p><p>myconids that work, live, and meld together.</p><p>&nbsp;</p><p><strong>A meld is a form of communal meditation</strong> that</p><p>allows myconids to transcend their dull subterranean</p><p>existence. The myconids' rapport spores bind the</p><p>participants into a group consciousness. Hallucination</p><p>spores then induce a shared dream that provides</p><p>entertainment and social interaction. Myconids consider</p><p>melding to be the purpose of their existence. They use</p><p>it in the pursuit of higher consciousness, collective</p><p>union, and spiritual apotheosis. Myconids also use their</p><p>rapport spores to communicate telepathically with other</p><p>sentient creatures.</p><p>&nbsp;</p><p><strong>Myconid Reproduction</strong>. Like other fungi, myconids</p><p>reproduce by mundane sporing. They carefully control</p><p>their spores' release to avoid overpopulation.</p></div>",
            "hit_dice": "",
            "id": 10234,
            "initiative": "",
            "name": "Myconid Adult",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Myconid Sovereign</h2><p>Large plant, lawful neutral</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 60 (8d10 + 16)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"313\"><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>10 (+0)</td><td>14 (+2)</td><td>13 (+1)</td><td>15 (+2)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 120ft., passive Perception 12</p><p><strong>Languages</strong>-<br /><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Distress Spores</strong>. When the myconid takes damage, all other</p><p>myconids within 240 feet of it can sense its pain.</p><p><strong>Sun Sickness</strong>. While in sunlight, the myconid has disadvantage</p><p>on ability checks, attack rolls, and saving throws. The myconid</p><p>dies if it spends more than 1 hour in direct sunlight.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The myconid uses either its Hallucination Spores</p><p>or its Pacifying Spores, then makes a fist attack.</p><p><strong>Fist</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:</p><p>8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.</p><p><strong>Animating Spores</strong> (3/Day). The myconid targets one corpse of</p><p>a humanoid or a Large or smaller beast within 5 feet of it and</p><p>releases spores at the corpse. In 24 hours, the corpse rises as a</p><p>spore servant. The corpse stays animated for 1d4 + 1 weeks or</p><p>until destroyed, and it can't be animated again in this way.</p><p><strong>Hallucination Spores</strong>. The myconid ejects spores at one</p><p>creature it can see within 5 feet of it. The target must succeed</p><p>on a DC 12 Constitution saving throw or be poisoned for</p><p>1 minute. The poisoned target is incapacitated while it</p><p>hallucinates. The target can repeat the saving throw at the end</p><p>of each of its turns, ending the effect on itself on a success.</p><p><strong>Pacifying Spores</strong>. The myconid ejects spores at one creature</p><p>it can see within 5 feet of it. The target must succeed on a DC</p><p>12 Constitution saving throw or be stunned for 1 minute. The</p><p>target can repeat the saving throw at the end of each of its</p><p>turns, ending the condition on itself on a success.</p><p><strong>Rapport Spores</strong>. A 30-foot radius of spores extends from the</p><p>myconid. These spores can go around corners and affect only</p><p>creatures with an Intelligence of2 or higher that aren't undead,</p><p>constructs, or elementals. Affected creatures can communicate</p><p>telepathically with one another while they are within 30 feet of</p><p>each other. The effect lasts for 1 hour.</p><p>&nbsp;</p><p><strong>Myconids are intelligent, ambulatory fungi</strong> that live</p><p>in the Underdark, seek enlightenment, and deplore</p><p>violence. If approached peacefully, myconids gladly</p><p>provide shelter or allow safe passage through</p><p>their colonies.</p><p>&nbsp;</p><p><strong>Circles and Melds</strong>. The largest myconid in a colony</p><p>is its sovereign, which presides over one or more social</p><p>groups called circles. A circle consists of twenty or more</p><p>myconids that work, live, and meld together.</p><p>&nbsp;</p><p><strong>A meld is a form of communal meditation</strong> that</p><p>allows myconids to transcend their dull subterranean</p><p>existence. The myconids' rapport spores bind the</p><p>participants into a group consciousness. Hallucination</p><p>spores then induce a shared dream that provides</p><p>entertainment and social interaction. Myconids consider</p><p>melding to be the purpose of their existence. They use</p><p>it in the pursuit of higher consciousness, collective</p><p>union, and spiritual apotheosis. Myconids also use their</p><p>rapport spores to communicate telepathically with other</p><p>sentient creatures.</p><p>&nbsp;</p><p><strong>Myconid Reproduction</strong>. Like other fungi, myconids</p><p>reproduce by mundane sporing. They carefully control</p><p>their spores' release to avoid overpopulation.</p>",
            "hit_dice": "",
            "id": 10235,
            "initiative": "",
            "name": "Myconid Sovereign ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Bone Naga</h2><p>Large undead, lawful evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 58 (9d10 + 9)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"314\"><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>15 (+2)</td><td>16 (+3)</td><td>12 (+1)</td><td>15 (+2)</td><td>15 (+2)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion,</p><p>paralyzed, poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 12</p><p><strong>Languages</strong> Common plus one other language</p><p><strong>Challenge</strong> 4 (1 ,100 XP)</p><p><strong>Spellcasting</strong>. The naga is a Sth&middot;level spellcaster (spell save</p><p>DC 12, +4 to hit with spell attacks) that needs only verbal</p><p>components to cast its spells.</p><p><strong>If the nag a was a guardian nag a in life</strong>, its spellcasting ability</p><p>is Wisdom, and it has the following cleric spells prepared:</p><p><strong>Cantrips</strong> (at will): mending, sacred flame, thaumaturgy</p><ul><li>1st level (4 slots): command, shield of faith</li><li>2nd level (3 slots): calm emotions, hold person</li><li>3rd level (2 slots): bestow curse</li></ul><p><strong>If the naga was a spirit naga in life</strong>, its spellcasting ability is</p><p>Intelligence, and it has the following wizard spells prepared:</p><p><strong>Cantrips</strong> (at will): mage hand, minor illusion, ray of frost</p><ul><li>1st level (4 slots): charm person, sleep</li><li>2nd level (3 slots): detect thoughts, hold person</li><li>3rd level (2 slots): lightning bolt</li></ul><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.</p><p>Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.</p><p>&nbsp;</p><p><strong>In response</strong> to the long history of conflict between the</p><p>yuan-ti and the nagas, yuan-ti created a necromantic</p><p>ritual that could halt a naga's resurrection by</p><p>transforming the living naga into a skeletal undead</p><p>servitor. A bone naga retains only a few of the spells it</p><p>knew in life.</p></div>",
            "hit_dice": "",
            "id": 10236,
            "initiative": "",
            "name": "Bone Naga",
            "reference": "Usergen",
            "size": "Large",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Nothic</h2><p>Medium aberration, neutral evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 45 (6d8 + 18)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"312\"><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>16 (+3)</td><td>16 (+3)</td><td>13 (+1)</td><td>10 (+0)</td><td>8 (- 1)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +3, Insight +4, Perception +2, Stealth +5</p><p><strong>Senses</strong> truesight 120ft., passive Perception 12</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Keen Sight</strong>. The nothic has advantage on Wisdom (Pe rception)</p><p>checks that rely on sight.</p><p><strong>Multiattack</strong>. The nothic makes two c law attacks.</p><p><strong>Claw</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne t arget.</p><p>Hit: 6 (1d6 + 3) slashing damage.</p><p><strong>Rotting Gaze</strong>. The nothict argets one creature it can see</p><p>within 30 feet of it. The target must succeed on a DC 12</p><p>Constitution saving throw against this magic or take 10 (3d6)</p><p>necrotic damage.</p><p><strong>Weird Insight</strong>. The nothic targets one creature it can see within</p><p>30 feet of it. The target must contest its Charisma (Deception)</p><p>check against the nothic's Wisdom (Insight) check. If the</p><p>nothic wins, it magically learns one fact or secret about</p><p>the target. The target automatically wins if it is immune to</p><p>being charmed.</p><p>&nbsp;</p><p><strong>A baleful eye peers out from the darkness</strong>, its</p><p>gleam hinting at a weird intelligence and unnerving</p><p>malevolence. Most times, a nothic is content to watch,</p><p>weighing and assessing the creatures it encounters.</p><p>When driven to violence, it uses its horrific gaze to rot</p><p>the flesh from its enemies' bones.</p><p>&nbsp;</p><p><strong>Cursed Arcanists</strong>. Rather than gaining the godlike</p><p>supremacy they crave, some wizards who devote</p><p>their lives to unearthing arcane secrets are reduced</p><p>to creeping, tormented monsters by a dark curse left</p><p>behind by Vecna, a powerful lich who, in some worlds,</p><p>has transcended his undead existence to become a god</p><p>of secrets. Nothics retain no awareness of their former</p><p>selves, skulking amid the shadows and haunting places</p><p>rich in magical knowledge, drawn by memories and</p><p>impulses they can't quite understand.</p><p>&nbsp;</p><p><strong>Dark Oracles</strong>. Nothics possess a strange magical</p><p>insight that allows them to extract knowledge from</p><p>other creatures. This grants them unique understanding</p><p>of secret and forbidden lore, which they share for a</p><p>price. A nothic covets magic items, greedily accepting</p><p>such gifts from creatures that seek out its knowledge.</p><p>&nbsp;</p><p><strong>Lurkers in Magical Places</strong>. Nothics are notorious</p><p>for infiltrating a rcane academies and other places</p><p>rich in magical learning. They a re driven by the vague</p><p>knowledge that there exists a method to reverse their</p><p>condition. This isn't a clear sense of purpose, but rather</p><p>an obsessive tug at the end of the mind. Some nothics</p><p>are clever enough to realize that this is merely part of</p><p>the strange lesson for their folly, a false hope to drive</p><p>them to seek out more arcane secrets.</p></div>",
            "hit_dice": "",
            "id": 10237,
            "initiative": "",
            "name": "Nothic",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Half Ogre</h2><p>Large giant, any chaotic alignment</p><p><strong>Armor Class</strong> 12 (hide armor)</p><p><strong>Hit Points</strong> 30 (4d10 + 8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" 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>17 (+3)</td><td>10 (+0)</td><td>14 (+2)</td><td>7 (-2)</td><td>9 (- 1)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 60ft., passive Perception 9</p><p><strong>Languages</strong> Common, Giant</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Battleaxe</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)</p><p>slashing damage if used with two hands.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</p><p>&nbsp;</p><p><strong>When an ogre mates with a human</strong>, hobgoblin, bugbear,</p><p>or orc, the result is always a half-ogre. (Ogres don't</p><p>mate with dwarves, halflings, or elves. They eat them.)</p><p>Human mothers rarely survive the birth of a half-<br />ogre offspring.</p><p>&nbsp;</p><p><strong>The half-ogre offspring</strong> of an ogre and an orc is also</p><p>called an ogrillon. An adult half-ogre or ogrillon stands</p><p>8 feet tall and weighs 450 pounds on average.</p>",
            "hit_dice": "",
            "id": 10238,
            "initiative": "",
            "name": "Half Ogre",
            "reference": "Usergen",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Orc War Chief</h2><p>Medium humanoid (ore), chaotic evil</p><p><strong>Armor Class</strong> 16 (chain mail)</p><p><strong>Hit Points</strong> 93 (11d8 + 44)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"308\"><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>18 (+4)</td><td>11 (+0)</td><td>11 (+0)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +6, Con +6, Wis +2</p><p><strong>Skills</strong> Intimidation +5</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Common, Orc</p><p><strong>Challenge</strong> 4 (1,100XP)</p><p><strong>Aggressive</strong>. As a bonus action, the ore can move up to its speed</p><p>toward a hostile creature that it can see.</p><p><strong>Gruumsh's Fury</strong>. The ore deals an extra 4 (ld8) damage when it</p><p>hits with a weapon attack (included in the attacks).</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The ore makes two attacks with its greataxe or</p><p>its spear.</p><p><strong>Greataxe</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one</p><p>creature. Hit: 14 (1d1 2 + 4 plus 1d8) slashing damage.</p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or</p><p>range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing</p><p>damage, or 13 (2d8 + 4) piercing damage if used with two</p><p>hands to make a melee attack.</p><p><strong>Battle Cry</strong> (1/Day). Each creature of the war chief's choice that</p><p>is within 30 feet of it, can hear it, and not already affected by</p><p>Battle Cry gain advantage on attack rolls until the start of the</p><p>war chief's next turn . The war chief can then make one attack</p><p>as a bonus action.</p></div>",
            "hit_dice": "",
            "id": 10239,
            "initiative": "",
            "name": "Orc War Chief ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Orc Eye of Gruumsh</h2><p>Medium humanoid (orc), chaotic evil</p><p><strong>Armor Class</strong> 16 (ring mail, shield)</p><p><strong>Hit Points</strong> 45 (6d8 + 18)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"307\"><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>12 (+1)</td><td>16 (+3)</td><td>9 (- 1)</td><td>13 (+ 1)</td><td>12 (+1)</td></tr></tbody></table><p><strong>Skills</strong> Intimidation +3, Religion +1</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 11</p><p><strong>Languages</strong> Common, OrC</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Aggressive</strong>. As a bonus action, the ore can move up to its speed</p><p>toward a hostile creature that it can see.</p><p><strong>Gruumsh's Fury</strong>. The ore deals an extra 4 (ld8) damage when it</p><p>hits with a weapon attack (included in the attack).</p><p><strong>Spellcasting</strong>. The ore is a 3rd-level spellcaster. Its spellcasting</p><p>ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).</p><p>The ore has the following cleric spells prepared:</p><p><strong>Cantrips</strong> (at-will): guidance, resistance, thaumaturgy</p><ul><li>1st level (4 slots): bless, command</li><li>2nd level (2 slots): augury, spiritual weapon (spear)</li></ul><p><strong>ACTIONS</strong></p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or</p><p>range 20/60 ft., one target. Hit: 11 (ld6 + 3 plus ld8) piercing</p><p>damage, or 12 (2d8 + 3) piercing damage if used with two</p><p>hands to make a melee attack.</p></div>",
            "hit_dice": "",
            "id": 10240,
            "initiative": "",
            "name": "Orc Eye of Gruumsh",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Orog</h2><p>Medium humanoid (ore), chaotic evil</p><p><strong>Armor Class</strong> 18 (plate)</p><p><strong>Hit Points</strong> 42 (5d8 + 20)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"202\"><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>18 (+4)</td><td>12 (+1)</td><td>11 (+0)</td><td>12 (+1)</td></tr></tbody></table><p><strong>Skills</strong> Intimidation +5, Survival +2</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Common, OrC</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Aggressive</strong>. As a bonus action, the orog can move up to its</p><p>speed toward a hostile creature that it can see.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The orog makes two greataxe attacks.</p><p><strong>Greataxe</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one</p><p>target. Hit: 10 (ldl2 + 4) slashing damage.</p><p><strong>javelin</strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or</p><p>range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage.</p></div>",
            "hit_dice": "",
            "id": 10241,
            "initiative": "",
            "name": "Orog ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Peryton</h2><p>Medium monstrosity, chaotic evil '</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 33 (6d8 + 6)</p><p><strong>Speed</strong> 20ft., fly 60ft.</p><table style=\"height: 53px;\" width=\"326\"><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>12 (+1)</td><td>13 (+1)</td><td>9 (- 1)</td><td>12 (+1)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>nonmagical weapons</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>Languages</strong> understands Common and Elvish but can't speak</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Dive Attack</strong>. If the peryton is flying and dives at least 30 feet</p><p>straight toward a target and then hits it with a melee weapon</p><p>attack, the attack deals an extra 9 (2d8) damage to the target.</p><p><strong>Fly by</strong>. The peryton doesn't provoke an opportunity attack when</p><p>it flies out of an enemy's reach.</p><p><strong>Keen Sight and Smell</strong>. The peryton has advantage on Wisdom</p><p>(Perception) checks that rely on sight or smell .</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The peryton makes one gore attack and one</p><p>talon attack.</p><p><strong>Gore</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 7 (1d8 + 3) piercing damage.</p><p><strong>Talons</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 8 (2d4 + 3) piercing damage.</p><p>&nbsp;</p><p><strong>Although this monstrous carnivore</strong> feeds on</p><p>any creature, it prefers humanoids, especially</p><p>elves, half-elves, and humans. When it kills a</p><p>humanoid, a peryton rips out its prey's heart and</p><p>takes it back to its nest to be devoured.</p><p>&nbsp;</p><p><strong>The peryton is a bizarre creature</strong> that blends the</p><p>body and wings of a bird of prey with the head of a</p><p>stag. Its strangest feature is its shadow, which appears</p><p>humanoid rather than reflecting the creature's physical</p><p>form. Sages postulate that the first perytons were</p><p>humans transformed by a hideous curse or magical</p><p>experiment, but bards tell a different tale of a man</p><p>whose infidelity caused his scorned wife to cut out the</p><p>heart of her younger, more beautiful rival and consume</p><p>it in a ritual intended to forever win her husband's</p><p>heart. The ritual succeeded until the woman's villainy</p><p>was exposed. She was hanged for her crime, but the</p><p>lingering magic of her foul ritual caused the carrion</p><p>birds that feasted on her corpse to transform into the</p><p>first perytons.</p><p>&nbsp;</p><p><strong>Unnatural Hunger</strong>. A peryton's reproductive cycle</p><p>depends on the heart of a freshly killed humanoid. The</p><p>organ must be consumed by a female peryton before</p><p>she can reproduce. When a peryton consumes a heart,</p><p>its shadow changes for a brief time to reflect its true</p><p>monstrous form.</p><p>&nbsp;</p><p><strong>When attacking a humanoid</strong>, a peryton is single-</p><p>minded and relentless, fighting until it or its prey dies.</p><p>If a peryton is somehow driven away, it stalks lost prey</p><p>from afar, attacking again when the opportunity arises.</p><p>&nbsp;</p><p><strong>Bane of the Mountains</strong>. Perytons roost atop</p><p>mountain ridges and lair in high caves. They prey on</p><p>creatures living or wandering in the vales below, and</p><p>travelers on lonely mountain roads learn to keep a</p><p>wary eye on the sky. Because normal weapons are less</p><p>effective against perytons, the folk of the mountains</p><p>know to avoid confrontations with these monsters</p><p>at all costs.</p><p>&nbsp;</p><p><strong>Established settlements</strong> are attractive to perytons</p><p>as a renewable food source. As such, village councils</p><p>and local nobles' often hire adventurers to eliminate</p><p>peryton nests. .</p>",
            "hit_dice": "",
            "id": 10242,
            "initiative": "",
            "name": "Peryton",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Piercer</h2><p>Medium monstrosity, unaligned</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 22 (3d8 + 9)</p><p><strong>Speed</strong> 5 ft., climb 5 ft.</p><table style=\"height: 53px;\" width=\"297\"><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>10 (+0)</td><td>13 (+1)</td><td>16 (+3)</td><td>1 (- 5)</td><td>7 (- 2)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +5</p><p><strong>Senses</strong> blindsight 30ft. , darkvision 60ft., passive Perception 8</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>False Appearance</strong>. While the piercer remains motionless on the</p><p>ceiling, it is indistinguishable from a normal stalactite.</p><p><strong>Spider Climb</strong>. The piercer can climb difficult surfaces,</p><p>including upside down on ceilings, without needing to make an</p><p>ability check.</p><p><strong>ACTIONS</strong></p><p><strong>Drop</strong>. Melee Weapon Attack: +3 to hit, one creature directly</p><p>underneath the piercer. Hit: 3 (1d6) piercing damage per 10</p><p>feet fallen , up to 21 (6d6). Miss: The piercer takes half the</p><p>normal falling damage for the distance fallen.</p><p>&nbsp;</p><p><strong>Clinging to the ceilings of caverns</strong> and large</p><p>subterranean passages, piercers blend in perfectly with</p><p>natural rock, dropping in silence to impale unsuspecting</p><p>foes on the ground below.</p><p>&nbsp;</p><p><strong>A piercer</strong> is the larval form of a roper, and the two</p><p>creatures often attack in tandem. A rock-like shell</p><p>encases a piercer's body, giving it the look and texture</p><p>of a stalactite. That shell protects a soft, slug-like upper</p><p>body that lets the piercer move across cavern walls</p><p>and ceilings to position itself for prey. With its eye and</p><p>mouth closed, the piercer is difficult to distinguish from</p><p>ordinary rock formations.</p><p>&nbsp;</p><p><strong>Patient Hunters</strong>. Piercers can see, but they can also</p><p>respond to noise and heat, waiting for living creatures to</p><p>pass beneath them, then falling to attack. A piercer that</p><p>misses its chance to kill must make its slow way back</p><p>to the ceiling. A fallen piercer excretes a foul-smelling</p><p>slime when attacked, making most predators think</p><p>twice about eating it.</p><p>&nbsp;</p><p><strong>Piercers gather in colonies</strong> to maximize the</p><p>effectiveness of their attacks, dropping simultaneously</p><p>to increase the odds of striking prey. After a piercer</p><p>successfully slays a creature, the others slowly creep</p><p>toward the corpse to join in the feast.</p>",
            "hit_dice": "",
            "id": 10243,
            "initiative": "",
            "name": "Piercer ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Pixie</h2><p>Tiny fey, neutral good</p><p><strong>Armor Class</strong> 15</p><p><strong>Hit Points</strong> 1 (1d4 - 1)</p><p><strong>Speed</strong> 10ft., fly 30 ft.</p><table style=\"height: 53px;\" width=\"326\"><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 (- 4)</td><td>20 (+5)</td><td>8 (- 1)</td><td>10 (+0)</td><td>14 (+2)</td><td>15 (+2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4, Stealth +7</p><p><strong>Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Sylvan</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Magic Resistance</strong>. The pixie has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Innate Spellcasting</strong>. The pixie's innate spellcasting ability is</p><p>Charisma (spell save DC 12). It can innately cast the following</p><p>spells, requiring only its pixie dust as a component:</p><p><strong>At will</strong>: druidcraft</p><p><strong>1/day</strong> each: confusion, dancing lights, detect evil and good,</p><p>detect thoughts, dispel magic, entangle, fly, phantasmal force,</p><p>polymorph, sleep</p><p><strong>ACTIONS</strong></p><p><strong>Superior Invisibility</strong>. The pixie magically turns invisible until</p><p>its concentration ends (as if concentrating on a spell). Any</p><p>equipment the pixie wears or carries is invisible with it.</p><p>&nbsp;</p><p><strong>Standing barely a foot tall</strong>, pixies resemble</p><p>diminutive elves with gossamer wings like</p><p>those of dragonflies or butterflies, bright as the</p><p>clear dawn and as luminous as the full moonrise.</p><p>&nbsp;</p><p><strong>Curious as cats and shy as deer</strong>, pixies go where</p><p>they please. They like to spy on other creatures</p><p>and can barely contain their excitement around</p><p>them. The urge to introduce themselves and</p><p>strike up a friendship is almost overwhelming;</p><p>only a pixie's fear of being captured or attacked</p><p>stays its hand. Those who wander through a</p><p>pixie's glade might never see the creatures, yet</p><p>hear the occasional giggle, gasp, or sigh.</p><p>&nbsp;</p><p><strong>Pixies array themselves</strong> like princes and</p><p>princesses of the fey, wearing flowing</p><p>gowns and doublets of silk that sparkle</p><p>like moonlight on a pond. Some dress</p><p>in acorns, leaves, bark, and the pelts of</p><p>tiny woodland beasts. They take great pride</p><p>in their regalia and beam with joy when they are</p><p>complimented on their ensembles.</p><p>&nbsp;</p><p><strong>Magical Faerie Folk</strong>. With their innate power of</p><p>invisibility, pixies rarely appear unless they wish to be</p><p>seen. In the Feywild and on the Material Plane, pixies</p><p>etch patterns of frost on winter ponds and rouse the</p><p>buds in springtime. They cause flowers to sparkle with</p><p>summer dew, and color the leaves with the blazing</p><p>hues of autumn.</p><p>&nbsp;</p><p><strong>Pixie Dust</strong>. When pixies fly visibly, a shower of</p><p>sparkling dust follows in their wake like the glittering</p><p>tail of a shooting star. A mere sprinkle of pixie dust is</p><p>said to be able to grant the power of flight, confuse a</p><p>creature hopelessly, or send foes into a magical slumber.</p><p>Only pixies can use their dust to its full potential,</p><p>but these fey are constantly sought out by mages and</p><p>monsters seeking to study or master their power.</p><p>&nbsp;</p><p><strong>Tiny Tricksters</strong>. While the arrival of visitors piques</p><p>their curiosity, pixies are too shy to reveal themselves</p><p>at first. They study the visitors from afar to gauge</p><p>their temperament or play harmless tricks on them to</p><p>measure their reactions. For example, pixies might</p><p>tie a dwarf's boots together, create illusions of strange</p><p>creatures or treasures, or use dancing lights to lead</p><p>interlopers astray. If the visitors respond with hostility,</p><p>the pixies give them a wide berth. If the visitors are</p><p>good natured, the pixies are likely to be emboldened</p><p>and more friendly. The fey might even emerge and offer</p><p>to guide their \"guests\" along a safe route or invite them</p><p>to a tiny yet satisfying feast prepared in their honor.</p><p>&nbsp;</p><p><strong>Opposed to Violence</strong>. Unlike their fey cousins, the</p><p>sprites, pixies abhor weapons and would sooner flee</p><p>than get into a physical altercation with any enemy.</p></div>",
            "hit_dice": "",
            "id": 10244,
            "initiative": "",
            "name": "Pixie ",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Quaggoth</h2><p>Meaium humanoid (quaggoth), chaotic neutral</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 45 (6d8 + 18)</p><p><strong>Speed</strong> 30ft., climb 30ft.</p><table style=\"height: 53px;\" width=\"296\"><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>12 (+1 )</td><td>16 (+3)</td><td>6 (-2)</td><td>12 (+1 )</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Athletics +5</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 10</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Wounded Fury</strong>. While it has 10 hit points or fewer, the</p><p>quaggoth has advantage on attack rolls. In addition, it deals an</p><p>extra 7 (2d6) damage to any target it hits with a melee attack.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The quaggoth makes two claw attacks.</p><p><strong>Claw</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 6 (ld6 + 3) slashing damage.</p><p>&nbsp;</p><p><strong>Savage and territorial</strong>, quaggoths climb the chasms</p><p>of the Underdark. They maul their foes in a frenzy,</p><p>becoming even more murderous in the face of death.</p><p>Quaggoth Origins. Quaggoths were never an</p><p>enlightened species, but they were not a lways the brutal</p><p>Underdark denizens they are today. In a distant age,</p><p>quaggoth tribes dwelled upon the surface as nocturnal</p><p>arboreal hunters, possessing their own language and</p><p>culture . When elves appeared in the mortal realm, they</p><p>clashed with the quaggoths, eventually driving them to</p><p>near extinction. Only by fleeing deep into the Underdark</p><p>did the quaggoths survive.</p><p>&nbsp;</p><p><strong>As they passed the ages deep beneath the world</strong>, the</p><p>quaggoths' fur lost its color and their vision adapted to</p><p>the darkness, even as the constant danger and weird</p><p>magic of their new realm transformed them. Turning</p><p>increasingly brutal and savage, they ate whatever food</p><p>they could find-and when they could not find it, they</p><p>preyed on each other. As cannibalism became part of</p><p>their culture, their past was abandoned.</p><p>&nbsp;</p><p><strong>Servants of the Drow</strong>. The ancient enmity between</p><p>quaggoths and surface elves makes them easy converts</p><p>to the dark elf cause. In recent years, the drow have</p><p>taken an interest in breeding quaggoths, encouraging</p><p>their ferocity while strengthening their obedience.</p><p>Wealthy drow houses have legions of quaggoths at</p><p>their command. Even worse, the drow cultivate the</p><p>quaggoths' hatred of the elves by leading them on</p><p>surface raids against known elven enclaves.</p><p>&nbsp;</p><p><strong>Thonots</strong>. Some quaggoths absorb psionic energy that</p><p>suffuses certain parts of the Underdark. When a tribe</p><p>discovers that one of its own has inherited such powers,</p><p>they press it into the role of tribal shaman, or thonot.</p><p>&nbsp;</p><p><strong>A thonot</strong> keep a tribe's lore and ensures its superiority</p><p>against enemies. A thonot that fails the tribe is slain and</p><p>devoured in a cannibalistic ritual, in the hope that its</p><p>power passes to another more worthy quaggoth.</p><p>Poison Immunity. Generations of hunting venomous</p><p>subterranean creatures and perpetual exposure to the</p><p>molds and fungi that grow in the depths have forced</p><p>quaggoths to adapt immunities to poisons of all kinds.</p><p>&nbsp;</p><p><strong>VARIANT: QUAGGOTH THONOT</strong></p><p>A quaggoth thonot is a normal quaggoth with a challenge</p><p>rating of 3 (700 XP) and the following additional trait.</p><p>Innate Spellcasting (Psionics). The quaggoth's innate</p><p>spellcasting ability is Wisdom (spell save DC 11 ). The</p><p>quaggoth can innately cast the following spells, requiring</p><p>no components:</p><p><strong>At will</strong>: feather fall, mage hand (the hand is invisible)</p><p><strong>1 day each</strong>: cure wounds, enlargejreduce, heat metal, mirror image.</p></div>",
            "hit_dice": "",
            "id": 10245,
            "initiative": "",
            "name": "Quaggoth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Young Remorhaz</h2><p>Large monstrosity, unaligned</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 93 (11d10 + 33)</p><p><strong>Speed</strong> 30 ft., burrow 20ft.</p><table style=\"height: 53px;\" width=\"311\"><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>13 (+1)</td><td>17 (+3)</td><td>3 (-4)</td><td>10 (+0)</td><td>4 (-3)</td></tr></tbody></table><p><strong>Damage Immunities</strong> cold, fire</p><p><strong>Senses</strong> darkvision 60 ft. , tremorsense 60ft.,</p><p><strong>passive</strong> Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Heated Body</strong>. A creature that touches the remorhaz or hits</p><p>it with a melee attack while within 5 feet of it takes 7 (2d6)</p><p>fire damage.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.</p><p>Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.</p></div>",
            "hit_dice": "",
            "id": 10246,
            "initiative": "",
            "name": "Young Remorhaz ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Revenant</h2><p>Medium undead, neutral</p><p><strong>Armor Class</strong> 13 (leather armor)</p><p><strong>Hit Points</strong> 136 (16d8 + 64)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"333\"><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>14 (+2)</td><td>18 (+4)</td><td>13 (+1)</td><td>16 (+3)</td><td>18 (+4)</td></tr></tbody></table><p><strong>Saving Throws</strong> Str +7, Con +7, Wis +6, Cha +7</p><p><strong>Damage Resistances</strong> necrotic, psychic</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened,</p><p>paralyzed, poisoned, stunned</p><p><strong>Senses darkvision</strong> 60ft., passive Perception 13</p><p><strong>Language-&nbsp;</strong>the languages it knew in life</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Regeneration</strong>. The revenant regains 10 hit points at the start</p><p>of its turn. If the revenant takes fire or radiant damage, this</p><p>trait doesn't function at the start of the revenant's next turn.</p><p>The revenant's body is destroyed only if it starts its turn with</p><p>0 hit points and doesn't regenerate.</p><p><strong>Rejuvenation</strong>. When the revenant's body is destroyed, its soul</p><p>lingers. After 24 hours, the soul inhabits and animates another</p><p>corpse on the same plane of existence and regains all its hit</p><p>points. While the soul is bodiless, a wish spell can be used to</p><p>force the soul to go to the afterlife and not return.</p><p><strong>Turn Immunity</strong>. The revenant is immune to effects that</p><p>turn undead.</p><p><strong>Vengeful</strong> <strong>Tracker</strong>. The revenant knows the distance to and</p><p>direction of any creature against which it seeks revenge, even</p><p>if the creature and the revenant are on different planes of</p><p>existence. If the creature being tracked by the revenant dies,</p><p>the revenant knows.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The revenant makes two fist attacks.</p><p><strong>Fist</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:</p><p>11 (2d6 + 4) bludgeoning damage. If the target is a creature</p><p>against which the revenant has sworn vengeance, the target</p><p>takes an extra 14 (4d6) bludgeoning damage. Instead of dealing</p><p>damage, the revenant can grapple the target (escape DC 14)</p><p>provided the target is Large or smaller.</p><p><strong>Vengeful Glare</strong>. The revenant targets one creature it can see</p><p>within 30 feet of it and against which it has sworn vengeance.</p><p>The target must make a DC 15 Wisdom saving throw. On a</p><p>failure, the target is paralyzed until the revenant deals damage</p><p>to it, or until the end of the revenant's next turn. When the</p><p>paralysis ends, the target is frightened of the revenant for 1</p><p>minute. The frightened target can repeat the saving throw at</p><p>the end of each of its turns, with disadvantage if it can see</p><p>the revenant, ending the frightened condition on itself on</p><p>a success.</p><p>&nbsp;</p><p><strong>A revenant forms</strong> from the soul of a mortal who met a</p><p>cruel and undeserving fate. It claws its way back into the</p><p>world to seek revenge against the one who wronged it.</p><p>The revenant reclaims its mortal body and superficially</p><p>resembles a zombie. However, instead of lifeless eyes,</p><p>a revenant's eyes burn with resolve and flare in the</p><p>presence of its adversary. If the revenant's original</p><p>body was destroyed or is otherwise unavailable, the</p><p>spirit of the revenant enters another humanoid corpse.</p><p>Regardless of the body the revenant uses as a vessel,</p><p>its adversary always recognizes the revenant for what</p><p>it truly is.</p><p>&nbsp;</p><p><strong>Hunger for Revenge</strong>. A revenant has only one year to</p><p>exact revenge. When its adversary dies, or if the revenant</p><p>fails to kill its adversary before its time runs out, it</p><p>crumbles to dust and its soul fades into the afterlife. If its</p><p>foe is too powerful for the revenant to destroy on its own,</p><p>it seeks worthy allies to help it fulfill its quest.</p><p>&nbsp;</p><p><strong>Divine]ustice</strong>. No magic can hide a creature pursued</p><p>by a revenant, which always knows the direction and</p><p>distance between it and the target of its vengeance. In</p><p>cases where the revenant seeks revenge against more</p><p>than one adversary, it pursues them one at a time,</p><p>starting with the creature that dealt it the killing blow.</p><p>If the revenant's body is destroyed, its soul flies forth to</p><p>seek out a new corpse in which to resume its hunt.</p><p>&nbsp;</p><p><strong>Undead Nature</strong>. A revenant doesn't require air, food,</p><p>drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10247,
            "initiative": "",
            "name": "Revenant ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Sahuagin Priestess</h2><p>Medium numanoid (sahuagin), lawful evil</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 33 (6d8 + 6)</p><p><strong>Speed</strong> 30ft., swim 40ft.</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>13 (+1)</td><td>11 (+0)</td><td>12 (+1)</td><td>12 (+1)</td><td>14 (+2)</td><td>13 (+1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +6, Religion +3</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Sahuagin</p><p>Challenge 2 (450 XP)</p><p><strong>Blood Frenzy</strong>. The sahuagin has advantage on melee attack</p><p>rolls against any creature that doesn't have all its hit points.</p><p><strong>Limited Amphibiousness</strong>. The sahuagin can breathe air and</p><p>water, but she needs to be submerged at least once every 4</p><p>hours to avoid suffocating.</p><p><strong>Shark Telepathy</strong>. The sahuagin can magically command any</p><p>shark within 120 feet of her, using a limited telepathy.</p><p><strong>Spellcasting</strong>. The sahuagin is a 6th-level spellcaster. Her</p><p>spellcasting ability is Wisdom (spell save DC 12, +4 to hit with</p><p>spell attacks). She has the following cleric spells prepared:</p><p><strong>Cantrips</strong> (at will): guidance, thaumaturgy</p><ul><li>1st level (4 slots): bless, detect magic, guiding bolt</li><li>2nd level (3 slots): hold person, spiritual weapon (trident)</li><li>3rd level (3 slots): mass healing word, tongues</li></ul><p><strong>Multiattack</strong>. The sahuagin makes two attacks: one with her</p><p>bite and one with her claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 3 (ld4 + 1) piercing damage.</p><p><strong>Claws</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 3 (ld4 + 1) slashing damage.</p></div>",
            "hit_dice": "",
            "id": 10248,
            "initiative": "",
            "name": "Sahuagin Priestess ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Fire Snake</h2><p>Medium elemental, neutral evil</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 22 (Sd8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"332\"><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>14 (+2)</td><td>11 (+0)</td><td>7 (-2)</td><td>10 (+0)</td><td>8 (-1)</td></tr></tbody></table><p><strong>Damage Vulnerabilities</strong> cold</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>nonmagical weapons</p><p><strong>Damage</strong> Immunities fire</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> understands lgnan but can't speak</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Heated Body</strong>. A creature that touches the snake or hits it with a</p><p>melee attack while within 5 feet of it takes 3 (1d6) fire damage.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The snake makes two attacks: one with its bite</p><p>and one with its tail.</p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.</p><p><strong>Tail</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:</p><p>3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.</p><p>&nbsp;</p><p><strong>Fire Snakes</strong>. Salamanders hatch from eggs that</p><p>are two-foot-diameter spheres of smoldering obsidian.</p><p>When a salamander is ready to hatch, it melts its way</p><p>through the egg's thick shell and emerges as a fire</p><p>snake. A fire snake matures into a salamander adult</p><p>within a year.</p></div>",
            "hit_dice": "",
            "id": 10249,
            "initiative": "",
            "name": "Fire Snake",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Sahuagin Baron</h2><p>Large humanoid ahuagin) , lawful evil</p><p><strong>Armor Class</strong> 16 (breastplate)</p><p><strong>Hit Points</strong> 76 (9dl0 + 27)</p><p><strong>Speed</strong> 30ft., swim 50 ft.</p><table style=\"height: 53px;\" width=\"307\"><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>19 (+4)</td><td>15 (+2)</td><td>16 (+3)</td><td>14 (+2)</td><td>13 (+1)</td><td>17 (+3)</td></tr></tbody></table><p><strong>Saving</strong> <strong>Throws</strong> Dex +5, Con +6, lnt +5, Wis +4</p><p><strong>Skills</strong> Perception +7</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 17</p><p><strong>Languages</strong> Sahuagin</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Blood Frenzy</strong>. The sahuagin has advantage on melee attack</p><p>rolls against any creature that doesn't have all its hit points.</p><p><strong>Limited Amphibiousness</strong>. The sahuagin can breathe air and</p><p>water, but he needs to be submerged at least once every 4</p><p>hours to avoid suffocating.</p><p><strong>Shark Telepathy</strong>. The sahuagin can magically command any</p><p>shark within 120 feet of him, using a limited telepathy.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The sahuagin makes three attacks: one with his</p><p>bite and two with his claws or trident.</p><p><strong>Bite</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 9 (2d4 + 4) piercing damage.</p><p><strong>Claws</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 11 (2d6 + 4) slashing damage.</p><p><strong>Trident</strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or</p><p>range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,</p><p>or 13 (2d8 + 4) piercing damage if</p><p>make a melee attack.</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 10250,
            "initiative": "",
            "name": "Sahuagin Baron",
            "reference": "Usergen",
            "size": "Large",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Scare Crow</h2><p>Medium construct, ohaotic evil</p><p><strong>Armor Class</strong> 11</p><p><strong>Hit Points</strong> 36 (8d8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"311\"><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>11 (+0)</td><td>13 (+1)</td><td>11 (+0)</td><td>10 (+0)</td><td>10 (+0)</td><td>13 (+1)</td></tr></tbody></table><p><strong>Damage Vulnerabilities</strong> fire</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from</p><p>nonmagical weapons</p><p><strong>Damage Immunities</strong> poison</p><p>Condition Immunities charmed, exhaustion , frightened,</p><p>paralyzed, poisoned, unconscious</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> understands the languages of its creator but</p><p>can't speak</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>False Appearance</strong>. While the scarecrow remains motionless, it</p><p>is indistinguishable from an ordinary, inanimate scarecrow.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The scarecrow makes two claw attacks.</p><p><strong>Claw</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,</p><p>it must succeed on a DC 11 Wisdom saving throw or be</p><p>frightened until the end of the scarecrow's next turn.</p><p><strong>Terrifying Glare</strong>. The scarecrow targets one creature it can</p><p>see within 30 feet of it. If the target can see the scarecrow, the</p><p>target must succeed on a DC 11 Wisdom saving throw or be</p><p>magically frightened until the end of the scarecrow's next turn.</p><p>The frightened target is paralyzed.</p><p>&nbsp;</p><p><strong>At harvest time</strong>, when death revisits the twilit world and</p><p>summer's blossoms bow their withered heads, eerie</p><p>scarecrows loom in silent vigil over empty fields. With</p><p>immortal patience, these stoic sentinels hold their posts</p><p>through wind, storm, and flood, bound to their master's</p><p>command, eager to terrify prey with its sackcloth visage</p><p>and rend victims with its razor-sharp claws.</p><p>&nbsp;</p><p><strong>Spirit-Powered Constructs</strong>. A scarecrow is animated</p><p>by the bound spirit of a slain evil creature, granting it</p><p>purpose and mobility. It is this uncanny presence from</p><p>beyond death that allows a scarecrow to inspire fear</p><p>in those it gazes upon. Hags and witches often bind</p><p>scarecrows with the spirits of demons, but any evil spirit</p><p>will do. Although aspects of the spirit's personality</p><p>might surface, a scarecrow's spirit doesn't recall the</p><p>memories it had as a creature, and its will is focused</p><p>solely on serving its creator. If its creator dies, the spirit</p><p>inhabiting a scarecrow either continues to follow its</p><p>last commands, seeks revenge for its creator's death, or</p><p>destroys itself.</p><p>&nbsp;</p><p><strong>Construct Nature</strong>. A scarecrow doesn't require air,</p><p>food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10251,
            "initiative": "",
            "name": "Scare Crow",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Slaad Tadpole</h2><p>Tiny aberration, chaotic neutral</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 10 (4d4)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 40px;\" width=\"297\"><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>7 (-2)</td><td>15 (+2)</td><td>10 (+0)</td><td>3 (-4)</td><td>5 (-3)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +4</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 7</p><p><strong>Languages</strong> understands Slaad but can't speak</p><p><strong>Challenge</strong> 1/8 (25 XP)</p><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 4 (1d4 + 2) piercing damage.</p></div>",
            "hit_dice": "",
            "id": 10252,
            "initiative": "",
            "name": "Slaad Tadpole",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Red Slaad</h2><p>Large aberration, chaotic neutral</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 93 (1 1d10 + 33)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 53px;\" width=\"282\"><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>12 (+1)</td><td>16 (+3)</td><td>6 (-2)</td><td>6 (-2)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Perception + 1</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 11</p><p><strong>Languages</strong> Slaad, telepathy 60ft.</p><p><strong>Challenge</strong> 5 (1,800 XP)</p><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Regeneration</strong>. The slaad regains 10 hit points at the start of its</p><p>turn if it has at least 1 hit point.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The slaad makes three attacks: one with its bite</p><p>and two with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.</p><p>Hit: 8 (2d4 + 3) piercing damage.</p><p><strong>Claw</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.</p><p>Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid,</p><p>it must succeed on a DC 14 Constitution saving throw or be</p><p>infected with a disease- a minuscule slaad egg.</p><p><strong>A humanoid host</strong> can carry only one slaad egg to term at a</p><p>time. Over three months, the egg moves to the chest cavity,</p><p>gestates, and forms a slaad tadpole. In the 24-hour period</p><p>before giving birth, the host starts to feel unwell, its speed is</p><p>halved, and it has disadvantage on attack rolls, ability checks,</p><p>and saving throws. At birth, the tadpole chews its way through</p><p>vital organs and out of the host's chest in 1 round, killing the</p><p>host in the process.</p><p><strong>If the disease</strong> is cured before the tadpole's emergence, the</p><p>unborn slaad is disintegrated.</p><p>&nbsp;</p><p><strong>When a red slaad claws a humanoid creature</strong>, it can</p><p>inject an egg from a gland under one of its claws. The</p><p>egg works its way into its host and gestates, eventually</p><p>forming a slaad tadpole. Such a tadpole then eats its way</p><p>out of the host's body, feeds on the host's remains, and</p><p>then seeks any other fresh meat it can find. The tadpole</p><p>transforms into a fully grown blue slaad- or green</p><p>slaad if the host had the ability to cast 3rd level spells or</p><p>higher- within 2d12 hours.</p></div>",
            "hit_dice": "",
            "id": 10253,
            "initiative": "",
            "name": "Red Slaad",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Blue Slaad</h2><p>Large aberration, chaotic neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 123 (13d10 + 52)</p><p><strong>Speed</strong> 30 ft.</p><table style=\"height: 53px;\" width=\"275\"><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>20 (+5)</td><td>15 (+2)</td><td>18 (+4)</td><td>7 (-2)</td><td>7 (-2)</td><td>9 (-1)</td></tr></tbody></table><p><strong>Skills</strong> Perception + 1</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 11</p><p><strong>Languages</strong> Slaad, telepathy 60ft.</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Regeneration</strong>. The slaad regains 10 hit points at the start of its</p><p>turn if it has at least 1 hit point.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The slaad makes three attacks: one with its bite</p><p>and two with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.</p><p>Hit: 12 (2d6 + 5) piercing damage.</p><p><strong>Claw</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.</p><p>Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid ,</p><p>it must succeed on a DC 15 Constitution saving throw or be</p><p>infected with a disease called chaos phage. While infected,</p><p>the target can't regain hit points, and its hit point maximum is</p><p>reduced by 10 (3d6) every 24 hours. If the disease reduces the</p><p>target's hit point maximum to 0, the target instantly transforms</p><p>into a red slaad or, if it has the ability to cast spells of 3rd</p><p>level or higher, a green slaad. Only a wish spell can reverse the</p><p>transformation.</p><p>&nbsp;</p><p><strong>The bone hooks</strong> that protrude from the back of a blue</p><p>slaad's hands inflict a terrible transformative disease</p><p>on humanoids wounded by them. This infection, called</p><p>chaos phage, transforms its victim into a fully grown red</p><p>slaad- or green slaad if the host was a spellcaster able</p><p>to cast 3rd level spells or higher.</p></div>",
            "hit_dice": "",
            "id": 10254,
            "initiative": "",
            "name": "Blue Slaad",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Green Slaad</h2><p>Large aberration (shapechonger), chaotic neutral</p><p>Armor Class 16 (natural armor)</p><p><strong>Hit Points</strong> 127 (l5dl0 + 45)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"293\"><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>15 (+2)</td><td>16 (+3)</td><td>11 (+0)</td><td>8 (-1)</td><td>12 (+l)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +3, Perception +2</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Senses</strong> blindsight 30ft., darkvision 60ft., passive Perception 12</p><p><strong>Languages</strong> Slaad, telepathy 60ft.</p><p><strong>Challenge</strong> 8 (3,900 XP)</p><p><strong>Shapechanger</strong>. The slaad can use its action to polymorph into</p><p>a Small or Medium humanoid, or back into its true form. Its</p><p>statistics, other than its size, are the same in each form. Any</p><p>equipment it is wearing or carrying isn't transformed. It reverts</p><p>to its true form if it dies.</p><p><strong>Innate Spellcasting</strong>. The slaad's innate spellcasting ability is</p><p>Charisma (spell save DC 12). The slaad can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>At will</strong>: detect magic, detect thoughts, mage hand</p><ul><li>2/Day each: fear, invisibility (self only)</li><li>l/Day:fireball</li></ul><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p>Regeneration. The slaad regains 10 hit points at the start of its</p><p>turn if it has at least 1 hit point.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The slaad makes three attacks: one with its bite</p><p>and two with its claws or staff. Alternatively, it uses its Hurl</p><p>Flame twice.</p><p><strong>Bite</strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach 5</p><p>ft., one target. Hit: 11 (2d6 + 4) piercing damage.</p><p><strong>Claw</strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach</p><p>5 ft., one target. Hit: 7 (ld6 + 4) slashing damage.</p><p><strong>Staff</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 11 (2d6 + 4) bludgeoning damage.</p><p><strong>Hurl Flame</strong>. Ranged Spell Attack: +4 to hit, range 60ft., one</p><p>target. Hit: 10 (3d6) fire damage . The fire ignites flammable</p><p>objects that aren't being worn or carried.</p><p>&nbsp;</p><p><strong>Green slaadi</strong> are surprisingly intelligent and possess</p><p>innate spellcasting ability. A green slaad can change</p><p>its shape to appear as a humanoid. If it was born of a</p><p>humanoid host, the slaad usually adopts its host's form.</p><p>&nbsp;</p><p><strong>At some unpredictable point</strong> in its existence, a</p><p>green slaad unlocks the means to magically, instantly,</p><p>and permanently transform itself into a gray slaad.</p><p>Unlocking this knowledge can take years, even decades.</p></div>",
            "hit_dice": "",
            "id": 10255,
            "initiative": "",
            "name": "Green Slaad",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Gray Slaad</h2><p>Medium aberration (shapechanger), chaotic neutral</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 127 (l7d8 +51)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"288\"><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>17 (+3)</td><td>16 (+3)</td><td>13 (+1)</td><td>8 (-1)</td><td>14 (+2)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +5, Perception +6</p><p><strong>Damage Resistances</strong> acid, cold, fire , lightning, thunder</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 60ft., passive Perception 16</p><p><strong>Languages</strong> Slaad, telepathy 60 ft.</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p><strong>Shapechanger</strong>. The sla ad can use its action to polymorph into</p><p>a Small or Medium humanoid, or back into its true form. Its</p><p>statistics, other than its size, are the same in each form. Any</p><p>equipment it is wearing or carrying isn't transformed. It reverts</p><p>to its true form if it dies.</p><p><strong>Innate Spellcasting</strong>. The slaad's innate spellcasting ability is</p><p>Charisma (spell save DC 14). The slaad can innately cast the</p><p>following spells, requ iring no material components:</p><p><strong>At will</strong>: detect magic, detect thoughts, invisibility (self only),</p><p>mage hand, major image</p><ul><li>2/day each:fear,fly,fireba /1 , tongues</li><li>l/day: plane shift (self only)</li></ul><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Magic Weapons</strong>. The slaad's weapon attacks are magica l.</p><p>Regeneration. The slaad regains 10 hit points at the start of its</p><p>turn if it has at least l hit point.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The slaad makes three attacks: one with its bite</p><p>and two with its claws or greatsword.</p><p><strong>Bite</strong> (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5</p><p>ft., one target. Hit: 6 (ld6 + 3) piercing damage .</p><p><strong>Claws</strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach</p><p>5 ft. , one target. Hit: 8 (ldlO + 3) slashing damage.</p><p><strong>Greatsword</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one</p><p>target. Hit: 10 (2d6 + 3) slashing damage.</p><p>&nbsp;</p><p><strong>Outside of Limbo</strong>, gray slaadi act as living extensions of</p><p>the will of their masters, the death slaadi. A gray slaad</p><p>journeys to the Material Plane on errands of doom,</p><p>often taking humanoid form. A gray slaad learns how</p><p>to master the use of a greatsword and imbue it with its</p><p>own innate magic.</p><p>&nbsp;</p><p><strong>A gray slaad</strong> that eats the entire corpse of a dead</p><p>death slaad instantly transforms into a death slaad.</p>",
            "hit_dice": "",
            "id": 10256,
            "initiative": "",
            "name": "Gray Slaad",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Death Slaad</h2><p>Medium aberration (shapechanger), chaotic evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 170 (20d8 + 80)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"317\"><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>20 (+5)</td><td>15 (+2)</td><td>19 (+4)</td><td>15 (+2)</td><td>10 (+0)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +6, Perception +8</p><p><strong>Damage Resistances</strong> acid, cold, fire , lightn ing, thunder</p><p><strong>Senses</strong> blindsight 60 ft., da rkvision 60ft., passive Perception 18</p><p><strong>Languages</strong> Slaad , telepathy 60ft.</p><p><strong>Challenge</strong> 10 (5,900 XP)</p><p><strong>Shapechanger</strong>. The slaad can use its action to polymorph into</p><p>a Small or Medium humanoid, or back into its true form. Its</p><p>statistics, other than its size, are the same in each form. Any</p><p>equipment it is wearing or carrying isn't transformed. It reverts</p><p>to its true form if it dies.</p><p><strong>Innate Spellcasting</strong>. The slaad's innate spellcasting ability</p><p>is Charisma (spell save DC 15, +7 to hit with spell attacks).</p><p>The slaad can innately cast the following spells, requiring no</p><p>material components:</p><p><strong>At will</strong>: detect magic, detect thoughts, invisibility (self only),</p><p>mage hand, major image</p><ul><li>2/day each: fear, fireball, fly, tongues</li><li>1/day each: cloudki/1, plane shift</li></ul><p><strong>Magic Resistance</strong>. The slaad has advantage on saving throws</p><p>against spells and other magical effects.</p><p>Magic Weapons. The slaad's weapon attacks are magical.</p><p><strong>Regeneration</strong>. The slaad regains 10 hit points at the start of its</p><p>turn if it has at least 1 hit point.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The slaad makes three attacks: one with its bite</p><p>and two with its claws or greatsword.</p><p><strong>Bite</strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit, reach</p><p>5 ft., one target. Hit: 9 (ld8 + 5) piercing damage plus 7 (2d6)</p><p>necrotic damage.</p><p><strong>Claws</strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit,</p><p>reach 5 ft., one target. Hit: 10 (ld10 + 5) slashing damage plus</p><p>7 (2d6) necrotic damage.</p><p><strong>Greatsword</strong>. Melee Weapon Attack: +9 to hit, reach 5 ft.,</p><p>one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6)</p><p>necrotic damage.</p><p>&nbsp;</p><p><strong>Death slaadi</strong> are suffused with energy from the Negative</p><p>Energy Plane and exemplify evil's corruption of chaos,</p><p>and they take sadistic pleasure in bringing harm</p><p>to others. They propagate their race by dragooning</p><p>mobs of red and blue slaadi and invading other</p><p>planes. Humanoids who survive the incursion become</p><p>incubators for new slaadi.</p></div>",
            "hit_dice": "",
            "id": 10257,
            "initiative": "",
            "name": "Death Slaad",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Slaad Control Gem</h2><p>As a slaad emerges from the Spawning Stone, the stone</p><p>magically implants a fragment of itself in the slaad's brain.</p><p>This fragment takes the form of a magic gem roughly the size</p><p>and shape of a human child's fist. The gem is the same color</p><p>as the slaad. Another creature can use magic to draw forth</p><p>a slaad's gem and use it to subjugate the slaad. The slaad</p><p>must obey whoever possesses its gem. If a slaad's gem is</p><p>destroyed, the slaad can no longer be controlled in this way.</p><p>&nbsp;</p><p><strong>A slaad born</strong> from something other than the Spawning</p><p>Stone has no gem in its brain, but it gains one if it ever</p><p>comes into contact with the Spawning Stone. Slaadi on</p><p>Limbo are attracted to the Spawning Stone, so most end up</p><p>with a gem. A slaad with a control gem in its brain has the</p><p>following additional trait.</p><p>&nbsp;</p><p><strong>Control Gem</strong>. Implanted in the slaad's brain is a magic</p><p>control gem. The slaad must obey whoever possesses the</p><p>gem and is immune to being charmed while so controlled.</p><p>Certain spells can be used to acquire the gem. If the slaad</p><p>fails its saving throw against imprisonment, the spell can</p><p>transfer the gem to the spellcaster's open hand, instead</p><p>of imprisoning the slaad. A wish spell, if cast in the slaad's</p><p>presence, can be worded to acquire the gem.</p><p>A greater restoration spell cast on the slaad destroys the</p><p>gem without harming the slaad.</p><p>&nbsp;</p><p><strong>Someone who is proficient in Wisdom (Medicine)</strong> can</p><p>remove the gem from an incapacitated slaad . Each try</p><p>requires 1 minute of uninterrupted work and a successful DC</p><p>20 Wisdom (Medicine) check. Each failed attempt deals 22</p><p>(4dl0) psychic damage to the slaad.</p>",
            "hit_dice": "",
            "id": 10258,
            "initiative": "",
            "name": "Slaad Control Gem",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Thri-Kreen</h2><p>Medium humanoid (thri-kreen), chaotic neutral</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 33 (6d8 + 6)</p><p><strong>Speed</strong> 40 ft.</p><table style=\"height: 40px;\" width=\"306\"><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>13 (+1)</td><td>8 (-1)</td><td>12 (+1)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3, Stealth +4, Survival +3</p><p><strong>Senses</strong> darkvision 60 ft., pass ive Perce ption 13</p><p><strong>Languages</strong> Thri-kreen</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Chameleon</strong> <strong>Carapace</strong>. The thri-kreen can change the color of</p><p>its carapace to match the color and texture of its surroundings.</p><p>As a result, it has advantage on Dexterity (Stealth) checks</p><p>made to hide.</p><p><strong>Standing Leap</strong>. The thri-kreen's long jump is up to 30 feet and</p><p>its high jump is up to 15 feet, with or without a running start.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The thri-kreen makes two attacks: one with its</p><p>bite and one with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.</p><p>Hit: 4 (1d6 + 1) piercing damage, and the target must succeed</p><p>on a DC 11 Constitution saving throw or be poisoned for 1</p><p>minute. lfthe saving throw fails by 5 or more, the target is also</p><p>paralyzed while poisoned in this way. The poisoned target can</p><p>repeat the saving throw on each of its turns, ending the effect</p><p>on itself on a success.</p><p><strong>Claws</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.</p><p>Hit: 6 (2d4 + 1) slashing damage.</p><p>&nbsp;</p><p><strong>Thri-kreen wander</strong> the deserts and savannas of the</p><p>world, avoiding all other races.</p><p>Thri-Kreen Communication. Thri-kreen employ</p><p>a language without words. To show emotion and</p><p>reaction, a thri-kreen clacks its mandibles and waves its</p><p>antennae, giving other thri-kreen a sense of what it is</p><p>thinking and feeling. Other creatures find this manner</p><p>of communication difficult to interpret and impossible</p><p>to duplicate.</p><p>&nbsp;</p><p><strong>When forced to interact</strong> with creatures of other</p><p>intelligent species, thri-kreen employ alternative</p><p>methods of communication, such as drawing pictures in</p><p>sand or making pictures out of twigs or blades of grass.</p><p>Limited Emotions. Thri-kreen experience the full</p><p>range of emotions but aren't as prone to emotional</p><p>outbursts as humans. Thri-kreen with psionic</p><p>ability often demonstrate a wider range of emotions,</p><p>particularly if they live near or interact with humans or</p><p>other highly emotional creatures.</p><p>&nbsp;</p><p><strong>Isolationists and Wanderers</strong>. Thri-kreen consider</p><p>all other living creatures as potential nourishment, and</p><p>they love the taste of elf flesh in particular. If a creature</p><p>might be useful for something other than food, the thri-</p><p>kreen aren't likely to attack it on sight. Thri-kreen kill to</p><p>survive, never for sport.</p><p>&nbsp;</p><p><strong>Sleepless</strong>. Thri-kreen don't require sleep and can rest</p><p>while remaining alert and performing light tasks. Their</p><p>inability to sleep is thought to be the reason why thri-</p><p>kreen have such short lifespans, the average thri-kreen</p><p>life expectancy being only thirty years.</p><p>&nbsp;</p><p><strong>VARIANT: THRI-KREEN WEAPONS AND PSIONICS</strong></p><p>Some thri-kreen employ special martial weapons. A gythka is</p><p>a two-handed polearm with a blade at each end. A chatkcha</p><p>is a flat, triangular wedge with three serrated blades (a light</p><p>thrown weapon).</p><p><strong>A thri-kreen armed</strong> with a gythka and chatkchas gains the</p><p>following action options:</p><p><strong>Multiattack</strong>. The thri-kreen makes two gythka attacks or</p><p>two chatkcha attacks.</p><p><strong>Gythka</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one</p><p>target. Hit: 5 (1 d8 + 1) slashing damage.</p><p><strong>Chatkcha</strong>. Ranged Weapon Attack: +4 to hit, range 30/120</p><p>ft., one target. Hit: 5 (1d6 + 2) slashing damage.</p><p>A few thri-kreen manifest psionic abilities, using their powers</p><p>to aid the hunt and communicate more easily with outsiders.</p><p><strong>A psionic thri-kreen</strong> has telepathy out to a range of 60 feet</p><p>and gains the following additional trait:</p><p><strong>Innate Spellcasting</strong> (Psionics). The thri-kreen's innate</p><p>spellcasting ability is Wisdom. The thri-kreen can innately</p><p>cast the following spells, requiring no components:</p><p>At will: mage hand (the hand is invisible)</p><ul><li>2/day each: blur, magic weapon</li><li>1/day: invisibility (self only)</li></ul></div>",
            "hit_dice": "",
            "id": 10260,
            "initiative": "",
            "name": "Thri-Kreen",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Troglodyte</h2><p>Medium humanoid (troglodyte), chaotic evil</p><p>Armor Class 11 (natural armor)</p><p><strong>Hit Points</strong> 13 (2d8 + 4)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"323\"><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>14 (+2)</td><td>6 (-2)</td><td>10 (+0)</td><td>6 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +2</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Troglodyte</p><p><strong>Challenge</strong> 1/4 (SO XP)</p><p><strong>Chameleon Skin</strong>. The troglodyte has advantage on Dexterity</p><p>(Stealth) checks made to hide.</p><p><strong>Stench</strong>. Any creature other than a troglodyte that starts its</p><p>turn within 5 feet of the troglodyte must succeed on a DC 12</p><p>Constitution saving throw or be poisoned until the start of the</p><p>creature's next turn. On a successful saving throw, the creature</p><p>is immune to the stench of all troglodytes for 1 hour.</p><p><strong>Sunlight Sensitivity</strong>. While in sunlight, the troglodyte</p><p>has disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The troglodyte makes three attacks: one with its</p><p>bite and two with its claws.</p><p><strong>Bite</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 4 (1d4 + 2) piercing damage.</p><p><strong>Claw</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 4 (1d4 + 2) slashing damage.</p><p>&nbsp;</p><p><strong>The savage, degenerate troglodytes</strong> squat in the shallow</p><p>depths of the Underdark in a constant state of war</p><p>against their neighbors and one another. They mark</p><p>the borders of their territories with cracked bones and</p><p>skulls, or with pictographs painted in blood or dung.</p><p>&nbsp;</p><p><strong>Perhaps the most loathsome of all humanoids</strong>,</p><p>troglodytes eat anything they can stomach. They dwell</p><p>in filth. The walls of their cavern homes are smeared</p><p>with grime, oily secretions, and the debris of their</p><p>foul feasting.</p><p>&nbsp;</p><p><strong>Simpleminded Brutes</strong>. Troglodytes have a simple,</p><p>communal culture devoted almost entirely to procuring</p><p>food. Too simple to plan more than a few days into the</p><p>future, troglodytes rely on constant raids and hunting</p><p>to survive. They take sadistic pleasure in hunting</p><p>&nbsp;</p><p><strong>intelligent creatures weaker</strong> than themselves and show</p><p>no mercy toward those they capture and drag qack to</p><p>their lairs to be devoured. The largest and toughest</p><p>troglodytes lead the hunt and become the leaders of</p><p>their tribes. However, if a leader shows any weakness or</p><p>hesitation, other troglodytes attack and eat it in a frenzy.</p><p>&nbsp;</p><p><strong>Troglodytes make little and build less</strong>, scavenging</p><p>their possessions from their prey. They understand</p><p>the value of metal weapons and armor, and fight</p><p>among one another for the right to have such items. A</p><p>troglodyte tribe might be torn apart by battles over a</p><p>single longsword.</p><p>&nbsp;</p><p><strong>Devotees of Laogzed</strong>. Some troglodytes venerate</p><p>Laogzed, a demonic, monstrously fat toad-lizard that</p><p>slumbers in the Abyss. Laogzed offers the troglodytes</p><p>nothing in return except aspiration, for it is the dream of</p><p>his troglodyte worshipers to become as fat, well-fed, and</p><p>wearily content as he seems to be.</p></div>",
            "hit_dice": "",
            "id": 10261,
            "initiative": "",
            "name": "Troglodyte ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Umber Hulk</h2><p>Large monstrosity, chaotic evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 93 (11d10 + 33)</p><p><strong>Speed</strong> 30ft., burrow 20 ft.</p><table style=\"height: 40px;\" width=\"305\"><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>20 (+5)</td><td>13 (+1)</td><td>16 (+3)</td><td>9 (-1)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 120ft., tremorsense 60ft.,</p><p><strong>passive</strong> Perception 10</p><p><strong>Languages</strong> Umber Hulk</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Confusing Gaze</strong>. When a creature starts its turn within 30 feet</p><p>of the umber hulk and is able to see the umber hulk's eyes, the</p><p>umber hulk can magically force it to make a DC 15 Charisma</p><p>saving throw, unless the umber hulk is incapacitated.</p><p>On a failed saving throw, the creature can't take reactions</p><p>until the start of its next turn and rolls a d8 to determine</p><p>what it does during that turn. On a 1 to 4, the creature does&nbsp;</p><p>nothing. On a 5 or 6, the creature takes no action but uses all</p><p>its movement to move in a random direction. On a '1 or 8, the</p><p>creature makes one melee attack against a random creature, or</p><p>it does nothing if no creature is within reach.</p><p><strong>Unless surprised</strong>, a creature can avert its eyes to avoid the</p><p>saving throw at the start of its turn. If the creature does so, it</p><p>can't see the umber hulk until the start of its next turn, when it</p><p>can avert its eyes again. If the creature looks at the umber hulk</p><p>in the meantime, it must immediately make the save.</p><p><strong>Tunneler</strong>. The umber hulk can burrow through solid rock at</p><p>half its burrowing speed and leaves a 5 foot-wide, 8-foot-high</p><p>tunnel in its wake.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The umber hulk makes three attacks: two with its</p><p>claws and one with its mandibles.</p><p><strong>Claw</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.</p><p>Hit: 9 (1d8 + 5) slashing damage.</p><p><strong>Mandibles</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft. , one</p><p>target. Hit: 14 (2d8 + 5) slashing damage.</p><p>&nbsp;</p><p><strong>An abominable horror from deep</strong> beneath the earth, an</p><p>umber hulk burrows into cave complexes, dungeons, or</p><p>Underdark settlements in search of food. Those lucky</p><p>enough to survive an umber hulk attack often remember</p><p>precious little of the incident, thanks to the umber hulk's</p><p>mind-scrambling gaze.</p><p>&nbsp;</p><p><strong>Devious Delvers</strong>. Umber hulks can burrow through</p><p>solid rock, forming new tunnels in their wake. The</p><p>steel-ha rd chitin of its body can withstand the cave-ins,</p><p>tunnel collapses, and rock falls that commonly follow it.</p><p>&nbsp;</p><p><strong>Burrowing into</strong> the wall of a cavern or passageway,</p><p>an umber hulk lies in wait for creatures to pass by</p><p>on the other side, its hair-like feelers sensing any</p><p>movement a round it. When it explodes out in a shower</p><p>of earth and rock, its unsuspecting quarry turns to face</p><p>the oncoming threat-and is entranced by the umber</p><p>hulk's bewildering eyes, forced to stand helpless as its</p><p>mandibles snap shut.</p><p>&nbsp;</p><p><strong>Mind Scrambler</strong>. Many survivors of an umber hulk</p><p>encounter recollect little about the attack, because the</p><p>monster's confusing gaze scrambles their memory of</p><p>the event. Those who have fought and killed umber</p><p>hulks recognize the signs. For other denizens of</p><p>the Underdark, grisly tales of vanished explorers</p><p>and wanton destruction speak of an unknown</p><p>foe.</p><p>&nbsp;</p><p><strong>Umber hulks</strong> take on supernatural status</p><p>in these harrowing stories, many of which</p><p>convey the same warning: once an umber</p><p>hulk has been spotted, it is a lready too late</p><p>to escape it.</p>",
            "hit_dice": "",
            "id": 10263,
            "initiative": "",
            "name": "Umber Hulk",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Water Weird</h2><p>Large elemental, neutral</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 58 (9d10 + 9)</p><p><strong>Speed</strong> 0 ft., swim 60 ft.</p><table style=\"height: 53px;\" 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>17 (+3)</td><td>16 (+3)</td><td>13 (+1)</td><td>11 (+0)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><p><strong>Damage Resistances</strong> fire, bludgeoning, piercing, and slashing</p><p>from non magical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> exhaustion, grappled, paralyzed,</p><p>poisoned, restrained, prone, unconscious</p><p><strong>Senses</strong> blindsight 30ft., passive Perception 10</p><p><strong>Languages</strong> understands Aquan but doesn't speak</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Invisible in Water</strong>. The water weird is invisible while fully</p><p>immersed in water.</p><p><strong>Water Bound</strong>. The water weird dies if it leaves the water to</p><p>which it is bound or if that water is destroyed.</p><p><strong>ACTIONS</strong></p><p><strong>Constrict</strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one</p><p>creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is</p><p>Medium or smaller, it is grappled (escape DC 13) and pulled 5</p><p>feet toward the water weird. Until this grapple ends, the target</p><p>is restrained, the water weird tries to drown it, and the water</p><p>weird can't constrict another target.</p><p>&nbsp;</p><p><strong>A water weird</strong> is an elemental guardian bound to a</p><p>specific water-filled location, such as a pool or founfain.</p><p>Invisible while immersed in water, its serpentine shape</p><p>becomes clear only when it emerges to attack, using its</p><p>coils to crush any creature other than its summoner and</p><p>those its summoner declares as off limits. When slain, a</p><p>water weird becomes an inanimate pool of water.</p><p>&nbsp;</p><p><strong>Good and Evil Weirds</strong>. Like most elementals, a</p><p>water weird has no concept of good or evil. However,</p><p>a water weird bound to a sacred or befouled source of</p><p>water begins to take on the nature of that site, becoming</p><p>neutral good or neutral evil.</p><p>&nbsp;</p><p><strong>A neutral good water weird</strong> tries to frighten away</p><p>interlopers rather than kill them, while a neutral evil</p><p>water weird kills its victims for pleasure and might</p><p>turn against its summoner. A water weird loses its evil</p><p>alignment if its waters are cleansed with a purify food</p><p>and drink spell.</p><p>&nbsp;</p><p><strong>Elemental Nature</strong>. A water weird doesn't require air,</p><p>food, drink, or sleep.</p></div>",
            "hit_dice": "",
            "id": 10264,
            "initiative": "",
            "name": "Water Weird",
            "reference": "Usergen",
            "size": "Large",
            "type": "Elemental"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Yeti</h2><p>Large monstrosity, chaotic evil</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 51 (6d10 + 18)</p><p><strong>Speed</strong> 40ft., climb 40 ft.</p><table style=\"height: 40px;\" width=\"341\"><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>13 (+1)</td><td>16 (+3)</td><td>8 (-1)</td><td>12 (+1)</td><td>7 (-2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3, Stealth +3</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Yeti</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Fear of Fire</strong>. If the yeti takes fire damage, it has disadvantage</p><p>on attack rolls and ability checks until the end of its next turn.</p><p><strong>Keen Smell</strong>. The yeti has advantage on Wisdom (Perception)</p><p>checks that rely on smell.</p><p><strong>Snow Camouflage</strong>. The yeti has advantage on Dexterity</p><p>(Stealth) checks made to hide in snowy terrain.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The yeti can use its Chilling Gaze and makes two</p><p>claw attacks.</p><p><strong>Claw</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.</p><p>Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) cold damage .</p><p><strong>Chilling Gaze</strong>. The yeti targets one creature it can see within 30</p><p>feet of it. If the target can see the yeti, the target must succeed</p><p>on a DC 13 Constitution saving throw against this magic or</p><p>take 10 (3d6) cold damage and then be paralyzed for 1 minute,</p><p>unless it is immune to cold damage. The target can repeat the</p><p>saving throw at the end of each of its turns, ending the effect</p><p>on itself on a success. If the target's saving throw is successful,</p><p>or if the effect ends on it, the target is immune to the Chilling</p><p>Gaze of all yetis (but not abominable yetis) for 1 hour.</p><p>&nbsp;</p><p><strong>A yeti's windborne howl</strong> sounds out across remote</p><p>mountains, striking fear into the hearts of the scattered</p><p>miners and herders that dwell there. These hulking</p><p>creatures stalk alpine peaks in a ceaseless hunt for</p><p>food. Their snow-white fur lets them move like ghosts</p><p>against the frozen landscape. A yeti's icy simian eyes</p><p>can freeze its prey in place.</p><p>&nbsp;</p><p><strong>Keen Hunters</strong>. Folk of the high peaks travel in groups</p><p>and go armed, knowing that yetis can smell living</p><p>flesh from miles away. When it finds prey, a yeti moves</p><p>quickly over ice and stone to claim its meal, howling to</p><p>the thrill of the hunt. Even in a blizzard, the scent of its</p><p>quarry draws the yeti through the cold and snow.</p><p>&nbsp;</p><p><strong>Yetis hunt in solitude or in small family groups</strong>. When</p><p>creatures flee from a yeti or engage it in battle, other</p><p>yetis might catch the scent of blood and close in. The</p><p>territorial yetis fight one another for the spoils of such</p><p>battles, and yetis slain in the fight are also eaten, amid</p><p>euphoric howls.</p><p>&nbsp;</p><p><strong>Terrifying Howlers</strong>. Before an avalanche, a blizzard,</p><p>or a deadly frost, the yetis' howls sweep down the</p><p>mountain slopes on the icy wind. Some people of the</p><p>alpine peaks believe that the voices of loved ones killed</p><p>in avalanches and blizzards sound out in the wails of</p><p>the yetis, crying warnings of ill omen. More pragmatic</p><p>folk attest that the yeti's howl is a reminder that, despite</p><p>the great accomplishments of civilization, the civilized</p><p>become the hunted in nature's untamed domain.</p><p>&nbsp;</p><p><strong>Brutal Rampagers</strong>. When mountain herds are</p><p>abundant, yetis stay clear of humanoid realms. Driven</p><p>by hunger, they attack humanoid settlements in</p><p>waves; breaking down gates and stockade walls that</p><p>once might have daunted them, then devouring the</p><p>creatures within.</p><p>&nbsp;</p><p><strong>Devious mountain</strong> folk sometimes use the yetis</p><p>as unwitting weapons. A warlord might lay down</p><p>slaughtered sheep or goats to draw yetis into an enemy's</p><p>camp, sowing chaos and thinning the ranks before</p><p>battle. Mountain clan chiefs, wanting to expand their</p><p>territory, overhunt local game to diminish the yetis' food</p><p>supplies, inspiring attacks on humanoid settlements</p><p>that are swiftly annexed in the aftermath.</p></div>",
            "hit_dice": "",
            "id": 10265,
            "initiative": "",
            "name": "Yeti",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Abominable Yeti</h2><p>Huge monstrosity,chaotic' evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 137 (lld12 + 66)</p><p><strong>Speed</strong> 40ft., climb 40ft.</p><table style=\"height: 40px;\" width=\"303\"><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>24 (+7)</td><td>10 (+0)</td><td>22 (+6)</td><td>9 (-1)</td><td>13 (+1)</td><td>9 (-1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5, Stealth +4</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 15</p><p><strong>Languages</strong> Yeti</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p><strong>Fear of Fire</strong>. If the yeti takes fire damage, it has disadvantage</p><p>on attack rolls and ability checks until the end of its next turn.</p><p><strong>Keen Smell</strong>. The yeti has advantage on Wisdom (Perception)</p><p>checks that rely on smell.</p><p><strong>Snow Camouflage</strong>. The yeti has advantage on Dexterity</p><p>(Stealth) checks made to hide in snowy terrain.</p><p><strong>Multiattack</strong>. The yeti can use its Chilling Gaze and makes two</p><p>claw attacks.</p><p><strong>Claw</strong>. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target.</p><p>Hit: 14 (2d6 + 7) slas hing damage plus 7 (2d6) cold damage.</p><p><strong>Chilling Gaze</strong>. The yeti targets one creature it can see within 30</p><p>feet of it. If the target can see the yeti, the target must succeed</p><p>on a DC 18 Constitution saving throw against this magic or</p><p>take 21 (6d6) cold damage and then be paralyzed for 1 minute,</p><p>unless it is immune to cold damage. Th e target can repeat the</p><p>saving throw at the end of each of its turns, end ing the effect</p><p>on itself on a success. If the target's saving throw is successful,</p><p>or if the effect ends on it, the target is immune to this yeti's</p><p>gaze for 1 hour.</p><p><strong>Cold Breath</strong> (Recharge 6). The yeti exhales a 30-foot cone</p><p>off rigid air. Each creature in that area must make a DC 18</p><p>Constitution saving throw, taking 45 (10d8) cold damage on a</p><p>failed save, or half as much damage on a successful one.</p><p>&nbsp;</p><p><strong>A yeti's windborne howl</strong> sounds out across remote</p><p>mountains, striking fear into the hearts of the scattered</p><p>miners and herders that dwell there. These hulking</p><p>creatures stalk alpine peaks in a ceaseless hunt for</p><p>food. Their snow-white fur lets them move like ghosts</p><p>against the frozen landscape. A yeti's icy simian eyes</p><p>can freeze its prey in place.</p><p>&nbsp;</p><p><strong>Keen Hunters</strong>. Folk of the high peaks travel in groups</p><p>and go armed, knowing that yetis can smell living</p><p>flesh from miles away. When it finds prey, a yeti moves</p><p>quickly over ice and stone to claim its meal, howling to</p><p>the thrill of the hunt. Even in a blizzard, the scent of its</p><p>quarry draws the yeti through the cold and snow.</p><p>&nbsp;</p><p><strong>Yetis hunt in solitude or in small family groups</strong>. When</p><p>creatures flee from a yeti or engage it in battle, other</p><p>yetis might catch the scent of blood and close in. The</p><p>territorial yetis fight one another for the spoils of such</p><p>battles, and yetis slain in the fight are also eaten, amid</p><p>euphoric howls.</p><p>&nbsp;</p><p><strong>Terrifying Howlers</strong>. Before an avalanche, a blizzard,</p><p>or a deadly frost, the yetis' howls sweep down the</p><p>mountain slopes on the icy wind. Some people of the</p><p>alpine peaks believe that the voices of loved ones killed</p><p>in avalanches and blizzards sound out in the wails of</p><p>the yetis, crying warnings of ill omen. More pragmatic</p><p>folk attest that the yeti's howl is a reminder that, despite</p><p>the great accomplishments of civilization, the civilized</p><p>become the hunted in nature's untamed domain.</p><p>&nbsp;</p><p><strong>Brutal Rampagers</strong>. When mountain herds are</p><p>abundant, yetis stay clear of humanoid realms. Driven</p><p>by hunger, they attack humanoid settlements in</p><p>waves; breaking down gates and stockade walls that</p><p>once might have daunted them, then devouring the</p><p>creatures within.</p><p>&nbsp;</p><p><strong>Devious mountain</strong> folk sometimes use the yetis</p><p>as unwitting weapons. A warlord might lay down</p><p>slaughtered sheep or goats to draw yetis into an enemy's</p><p>camp, sowing chaos and thinning the ranks before</p><p>battle. Mountain clan chiefs, wanting to expand their</p><p>territory, overhunt local game to diminish the yetis' food</p><p>supplies, inspiring attacks on humanoid settlements</p><p>that are swiftly annexed in the aftermath.</p><p>&nbsp;</p><p><strong>Abominable Yetis</strong>. An abominable yeti is larger</p><p>than a normal yeti, standing three times as tall as a</p><p>human. It typically lives and hunts alone, though a pair</p><p>of abominable yetis might live together long enough to</p><p>raise young. These towering yetis are highly territorial</p><p>and savage, attacking and devouring any warm-blooded</p><p>creatures they encounter, then scattering the bones</p><p>across the ice and snow.</p></div>",
            "hit_dice": "",
            "id": 10266,
            "initiative": "",
            "name": "Abominable Yeti",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Yuan-Ti Abomination</h2><p>Large monstrosity (shapechanger, yuan-ti), neutral evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 127 (15d10 + 45)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 40px;\" width=\"367\"><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>19 (+4)</td><td>16 (+3)</td><td>17 (+3)</td><td>17 (+3)</td><td>15 (+2)</td><td>18 (+4)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5, Stealth +6</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 15</p><p><strong>Languages</strong> Abyssal, Common, Draconic</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong>Shapechanger</strong>. The yuan-ti can use its action to polymorph</p><p>into a Large snake, or back into its true form. Its statistics are</p><p>the same in each form. Any equipment it is wearing or carrying</p><p>isn't transformed . It doesn 't change form if it dies.</p><p><strong>Innate Spellcasting</strong> (Abomination Form Only). The yuan-ti's</p><p>innate spellcasting ability is Charisma (spell save DC 15). The</p><p>yuan-ti can innately cast the following spells, requiring no</p><p>material components:</p><p><strong>At will</strong>: animal friendship (snakes only)</p><ul><li>3/day: suggestion</li><li>1/day:fear</li></ul><p><strong>Magic Resistance</strong>. The yuan-ti has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong> (Abomination Form Only). The yuan-ti makes two</p><p>ranged attacks or three melee attacks, but ca n use its bite and</p><p>constrict attacks only once each.</p><p><strong>Bite</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.</p><p>Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.</p><p><strong>Constrict</strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one</p><p>target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is</p><p>grappled (escape DC 14). Until this grapple ends, the target is</p><p>restrained, and the yuan-ti can't constrict another target</p><p><strong>Scimitar</strong> (Abomination Form Only). Melee Weapon Attack: +7 to</p><p>hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</p><p><strong>Longbow</strong> (Abomination Form Only). Ranged Weapon Attack: +6</p><p>to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing</p><p>damage plus 10 (3d6) poison damage .</p><p>&nbsp;</p><p><strong>Monstrous</strong> serpents with burly humanoid torsos and</p><p>arms, abominations form the highest caste of yuan-ti</p><p>society, and they most closely resemble the race as the</p><p>serpent gods intended it. They mastermind elaborate</p><p>schemes and perform dark rites in the hope of one day</p><p>ruling the world.</p></div>",
            "hit_dice": "",
            "id": 10267,
            "initiative": "",
            "name": "Yuan-Ti Abomination",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Yuan-Ti Malison</h2><p>Medium monstrosity (shapechanger, yuan&middot;ti), neutral evil</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 66 (12d8 + 12)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"343\"><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>14 (+2)</td><td>13 (+1)</td><td>14 (+2)</td><td>12 (+1)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Skills</strong> Deception +5, Stea lth +4</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Pe rception 11</p><p><strong>Languages</strong> Abyssa l, Common, Draconic</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Shapechanger</strong>. The yuan -ti can use its action to polymorph into</p><p>a Medium snake, or back into its true form. Its statistics are</p><p>the same in each form. Any equipment it is wearing or carrying</p><p>isn't transformed. It doesn't change form if it dies.</p><p><strong>Innate Spellcasting</strong> (Yuan-ti Form Only). The yuan-ti's innate</p><p>spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti</p><p>can innately cast the following spells, requiring no material</p><p>components:</p><p><strong>At will</strong>: anima/friendship (snakes only)</p><p><strong>3/day:</strong> suggestion</p><p><strong>Magic Resistance</strong>. The yuan-ti has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>Malison Type</strong>. The yuan-ti has one of the following types:</p><ul><li>Type 1: Human body with snake head</li><li>Type 2: Human head and body with snakes for arms</li><li>Type 3: Human head and upper body with a serpentine lower</li></ul><p>body instead of legs</p><p><strong>ACTIONS FOR TYPE 1</strong></p><p><strong>Multiattack</strong> (Yuan-ti Form Only). The yuan-ti makes two</p><p>ranged attacks or two melee attacks, but can use its bite</p><p>only once.</p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.</p><p>Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</p><p><strong>Scimitar</strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,</p><p>reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</p><p><strong>Longbow</strong> (Yuan-ti Form Only). Ranged Weapon Attack: +4 to</p><p>hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing</p><p>damage plus 7 (2d6) poison damage.</p><p><strong>ACTIONS FOR TYPE 2</strong></p><p><strong>Multiattack</strong> (Yuan-ti Form Only). The yuan-ti makes two bite</p><p>attacks using its snake arms.</p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.</p><p>Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</p><p><strong>ACTIONS FOR TYPE 3</strong></p><p><strong>Multiattack</strong> (Yuan-ti Form Only). The yuan-ti makes two</p><p>ranged attacks or two melee attacks, but can constrict</p><p>only once.</p><p><strong>Bite</strong> (Snake Form Only). Melee Weapon Attack: +5 to hit, reach</p><p>5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7</p><p>(2d6) poison damage.</p><p><strong>Constrict</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one</p><p>target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is</p><p>grappled (escape DC 13). Until this grapple ends, the target is</p><p>restrained, and the yuan-ti can't constrict another target.</p><p><strong>Scimitar</strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,</p><p>reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.</p><p><strong>Longbow</strong> (Yuan-ti Form Only). Ranged Weapon Attack:</p><p>+4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)</p><p>piercing damage.</p><p>&nbsp;</p><p><strong>A malison</strong> is a hideous blend of human and serpentine</p><p>features. Three different types of malisons are known</p><p>to exist, and other types are possible. Malisons form</p><p>the middle caste of yuan-ti society and hunewith arrows</p><p>tipped with their own venom. They use their magical</p><p>powers of suggestion to force their enemies' surrender.</p></div>",
            "hit_dice": "",
            "id": 10268,
            "initiative": "",
            "name": "Yuan-Ti Malison ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Yuan-Ti Pureblood</h2><p>Medium humanoid (yuan-ti), neutral evil</p><p><strong>Armor Class</strong> 11</p><p><strong>Hit Points</strong> 40 (9d8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"351\"><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>11 (+0)</td><td>12 (+1)</td><td>11 (+0)</td><td>13 (+1)</td><td>12 (+1)</td><td>14 (+2)</td></tr></tbody></table><p><strong>Skills</strong> Deception +6, Perception +3, Stea lth +3</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Abyssal, Common, Draconic</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Innate Spellcasting</strong>. The yuan-ti's spellcasting ability is</p><p>Charisma (spell save DC 12). The yuan-ti can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>At will</strong>: animal friendship (snakes only)</p><p><strong>3/day each</strong>: poison spray, suggestion</p><p><strong>Magic Resistance</strong>. The yuan-ti has advantage on saving throws</p><p>against spells and other magical effects.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The yuan-ti makes two melee attacks.</p><p><strong>Scimitar</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one</p><p>target. Hit: 4 (1d6 + 1) slashing damage.</p><p><strong>Shortbow</strong>. Ranged Weapon Attack: +3 to hit, range 80/320</p><p>ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)</p><p>poison damage.</p><p>&nbsp;</p><p><strong>Purebloods form the lowest caste</strong> of yuan-ti society.</p><p>They closely resemble humans, yet a pureblood</p><p>can't pass for human under close scrutiny because</p><p>there's always some hint of its true nature, such as</p><p>scaly patches of skin, serpentine eyes, pointed teeth,</p><p>or a forked tongue. Wearing cloaks and cowls, they</p><p>masquerade as humans and infiltrate civilized lands to</p><p>gather information, kidnap prisoners for interrogation</p><p>and sacrifice, and trade with anyone who has something</p><p>that can further their myriad plots.</p></div>",
            "hit_dice": "",
            "id": 10281,
            "initiative": "",
            "name": "Yuan-Ti Pureblood",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Arcanaloth</h2><p>Medium fiend (yugoloth), neutral evil</p><p><strong>Armor Class</strong> 17 (natura l armor)</p><p><strong>Hit Points</strong> 104 (16d8 + 32)</p><p><strong>Speed</strong> 30ft., fly 30ft.</p><table style=\"height: 53px;\" width=\"336\"><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>12 (+1)</td><td>14 (+2)</td><td>20 (+5)</td><td>16 (+3)</td><td>17 (+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +5 , lnt +9, Wis +7, Cha +7</p><p><strong>Skills</strong> Arcana +13, Deception +9, Insight +9, Perception +7</p><p><strong>Damage Resistances</strong> cold, fire , lightning; bludgeoning,</p><p>piercing, and slashing from nonmagical weapons</p><p><strong>Damage Immunities</strong> acid, poison</p><p><strong>Condition Immunities</strong> charmed, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 17</p><p><strong>Languages</strong> all, telepathy 120ft.</p><p><strong>Challenge</strong> 12 (8,400 XP)</p><p><strong>Innate Spellcasting</strong>. The arcanaloth's innate spellcasting ability</p><p>is Charisma (spell save DC 15). The arcanaloth can innately</p><p>cast the following spells, requiring no material components:</p><p><strong>At</strong> <strong>will</strong>: alter self, darkness, heat metal, invisibility (self only),</p><p>magic missile</p><p><strong>Magic Resistance</strong>. The arcanaloth has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Magic Weapons</strong>. The arcanaloth's weapon attacks are magical.</p><p><strong>Spellcasting</strong>. The arcanaloth is a 16th-level spellcaster. Its</p><p>spellcasting ability is Intelligence (spell save DC 17, +9 to hit</p><p>with spell attacks). The arcanaloth has the following wizard</p><p>spells prepared:</p><p><strong>Cantrips</strong> (at will): .fire bolt, mage hand, minor illusion,</p><p>prestidigitation</p><ul><li>1st level (4 slots): detect magic, identify, shield, Tenser's floating disc</li><li>2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion</li><li>3rd level (3 slots): counterspeiiJear,fireba/1</li><li>4th level (3 slots): banishment, dimension door</li><li>5th level (2 slots): contact other plane, hold monster</li><li>6th level (1 slot): chain lightning</li><li>7th level (1 slot):.finger of death</li><li>8th level (1 slot): mind blank</li></ul><p><strong>ACTIONS</strong></p><p><strong>Claws</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.</p><p>Hit: 8 (2d4 + 3) slashing damage. The target must make a DC</p><p>14 Constitution saving throw, taking 10 (3d6) poison damage</p><p>on a failed save, or half as much damage on a successful one.</p><p><strong>Teleport</strong>. The arcanaloth magically teleports, along with</p><p>any equipment it is wearing or carrying, up to 60 feet to an</p><p>unoccupied space it can see.</p><p>&nbsp;</p><p><strong>Arcanaloths are sly, jackal-headed beings</strong> with</p><p>humanoid bodies, but they can employ magic to take any</p><p>humanoid form. They do so to gain the trust of creatures</p><p>with whom they negotiate, replacing jackal snarls with</p><p>winsome smiles.</p><p>&nbsp;</p><p><strong>Regardless of its chosen form</strong>, an arcanaloth appears</p><p>well groomed, clothing itself in fine robes. Highly</p><p>intelligent spellcasters who hunger for knowledge and</p><p>power, arcanaloths command units of lesser yugoloths</p><p>and maintain the contracts, records, and accounts</p><p>of their kind.</p><p>&nbsp;</p><p><strong>Arcanaloths speak and write all languages</strong>, making</p><p>them cunning diplomats and negotiators. An arcanaloth</p><p>properly paid can broker treaties or alliances with</p><p>subtlety and finesse, just as an arcana loth who changes</p><p>sides can easily turn the best-laid peace talks into all-out</p><p>war. What the fiend demands in exchange for its time</p><p>and talent is information, as well as powerful magic</p><p>items that it can trade for even more information.</p>",
            "hit_dice": "",
            "id": 10283,
            "initiative": "",
            "name": "Arcanaloth ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Mezzoloth</h2><p>Medium fiend (yugoloth), neutral evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d8 + 30)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 53px;\" width=\"307\"><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>11 (+0)</td><td>16 (+3)</td><td>7 (-2)</td><td>10 (+0)</td><td>11 (+0)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3</p><p><strong>Damage Resistances</strong> cold , fire, lightning; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> acid, poison</p><p><strong>Condition Immunitie</strong>s poisoned</p><p><strong>Senses</strong> blindsight 60ft., darkvision 60ft.,</p><p>passive Perception 13</p><p><strong>Languages</strong> Abyssal, Infernal, telepathy 60ft.</p><p><strong>Challenge</strong> 5 (1,800 XP)</p><p><strong>Innate Spellcasting</strong>. The mezzoloth's innate spellcasting ability</p><p>is Charisma (spell save DC 11). The mezzoloth can innately</p><p>cast the following spells, requiring no material components:</p><p><strong>2/day</strong> each: darkness, dispel magic</p><p><strong>1/day</strong>: cloudkill</p><p><strong>Magic Resistance</strong>. The mezzoloth has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Magic Weapons</strong>. The mezzoloth's weapon attacks are magical.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The mezzoloth makes two attacks: one with its</p><p>claws and one with its trident.</p><p><strong>Claws</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 9 (2d4 + 4) slashing damage.</p><p><strong>Trident</strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.</p><p>or range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage,</p><p>or 8 (ld8 + 4) piercing damage when held with two claws and</p><p>used to make a melee attack.</p><p><strong>Teleport</strong>. The mezzo loth magically teleports, along with</p><p>any equipment it is wearing or carrying, up to 60 feet to an</p><p>unoccupied space it can see.</p><p>&nbsp;</p><p><strong>The bulk of the yugoloth population</strong> is made up of</p><p>mezzoloths, which are human-sized insect creatures</p><p>covered in dense chitinous plates. Mezzoloths serve</p><p>as foot soldiers in yugoloth armies, their wide-set eyes</p><p>glowing red as the mezzoloths bear down on their foes.</p><p>&nbsp;</p><p><strong>Violence and reward</strong> are the fundamental drives of</p><p>a mezzoloth, and powerful beings that promise one or</p><p>the other can easily attract them into service. Although</p><p>it has lethal claws on its four arms, a mezzoloth</p><p>typically wields a trident in two of them. If surrounded</p><p>by enemies, a mezzoloth exhales toxic fumes that can</p><p>choke and kill whole groups of creatures.</p></div>",
            "hit_dice": "",
            "id": 10284,
            "initiative": "",
            "name": "Mezzoloth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Nycaloth</h2><p>Large fiend (yugoloth), neutral evil</p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 123 (13d10 +52)</p><p><strong>Speed</strong> 40 ft., fly 60ft.</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>20 (+5)</td><td>11 (+0)</td><td>19 (+4)</td><td>12 (+1)</td><td>10 (+0)</td><td>15 (+2)</td></tr></tbody></table><p><strong>Skills</strong> Intimidation +6, Perception +4, Stealth +4</p><p><strong>Damage Resistances</strong> cold, fire, lightning; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> acid, poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> blindsight 60ft., darkvision 60ft.,</p><p>passive Perception 14</p><p><strong>Languages</strong> Abyssal, Infernal, telepathy 60ft.</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p><strong>Innate Spellcasting</strong>. The nycaloth's innate spellcasting ability is</p><p>Charisma. The nycaloth can innately cast the following spells,</p><p>requiring no material components:</p><p><strong>At will</strong>: darkness, detect magic, dispel magic, invisibility (self</p><p>only), mirror image</p><p><strong>Magic Resistance</strong>. The nycaloth has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Magic Weapons</strong>. The nycaloth's weapon attacks are magical.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The nycaloth makes two melee attacks, or</p><p>it makes one melee attack and teleports before or after</p><p>the attack.</p><p><strong>Claw</strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.</p><p>Hit: 12 (2d6 + 5) slashing damage. If the target is a creature,</p><p>it must succeed on a DC 16 Constitution saving throw or take</p><p>5 (2d4) slashing damage at the start of each of its turns due</p><p>to a fiendish wound. Each time the nycaloth hits the wounded</p><p>target with this attack, the damage dealt by the wound</p><p>increases by 5 (2d4). Any creature can take an action to stanch</p><p>the wound with a successful DC 13 Wisdom (Medicine) check.</p><p>The wound also closes if the target receives magical healing.</p><p><strong>Greataxe</strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one</p><p>target. Hit: 18 (2d12 + 5) slashing damage.</p><p><strong>Teleport</strong>. The nycaloth magically teleports, along with any</p><p>equipment it is wearing or carrying, up to 60 feet to an</p><p>unoccupied space it can see.</p></div>",
            "hit_dice": "",
            "id": 10286,
            "initiative": "",
            "name": "Nycaloth",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Ultroloth</h2><p>Medium fiend (yugoloth), neutral evil</p><p><strong>Armor Class</strong> 19 (natural armor)</p><p><strong>Hit Points</strong> 153 (18d8 + 72)</p><p><strong>Speed</strong> 30ft., fly 60ft.</p><table style=\"height: 40px;\" width=\"239\"><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>16 (+3)</td><td>18 (+4)</td><td>18 (+4)</td><td>15 (+2)</td><td>19 (+4)</td></tr></tbody></table><p><strong>Skills</strong> Intimidation +9, Perception +7, Stealth +8</p><p><strong>Damage Resistances</strong> cold, fire, lightning; bludgeoning,</p><p>piercing, and slashing from non magical weapons</p><p><strong>Damage Immunities</strong> acid, poison</p><p><strong>Condition Immunities</strong> charmed, frightened, poisoned</p><p><strong>Senses</strong> truesight 120ft., passive Perception 17</p><p><strong>Languages</strong> Abyssal, Infernal, telepathy 120ft.</p><p><strong>Challenge</strong> 13 (10,000 XP)</p><p><strong>Innate Spellcasting</strong>. The ultroloth's innate spellcasting ability is</p><p>Charisma (spell save DC 17). The ultroloth can innately cast the</p><p>following spells, requiring no material components:</p><p><strong>At will</strong>: alter self, clairvoyance, darkness, detect magic, detect</p><p>thoughts, dispel magic, invisibility (self only), suggestion</p><p><strong>3/day</strong> each: dimension door,fear, wall of fire</p><p><strong>1/day</strong> each: fire storm, mass suggestion</p><p><strong>Magic Resistance</strong>. The ultroloth has advantage on saving</p><p>throws against spells and other magical effects.</p><p><strong>Magic Weapons</strong>. The ultroloth's weapon attacks are magical.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The ultroloth can use its Hypnotic Gaze and</p><p>makes three melee attacks.</p><p><strong>Longsword</strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one</p><p>target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)</p><p>slashing damage if used with two hands.</p><p><strong>Hypnotic Gaze</strong>. The ultroloth's eyes sparkle with opalescent</p><p>light as it targets one creature it can see within 30 feet of it. If</p><p>the target can see the ultroloth, the target must succeed on a</p><p>DC 17 Wisdom saving throw against this magic or be charmed</p><p>until the end of the ultroloth's next turn. The charmed target is</p><p>stunned. If the target's saving throw is successful, the target is</p><p>immune to the ultroloth's gaze for the next 24 hours.</p><p><strong>Teleport</strong>. The ultroloth magically teleports, along with any</p><p>equipment it is wearing or carrying, up to 60 feet to an</p><p>unoccupied space it can see.</p></div>",
            "hit_dice": "",
            "id": 10287,
            "initiative": "",
            "name": "Ultroloth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Beholder Zombie</h2><p>Large undead, neutral evil</p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 93 (lld10 + 33)</p><p><strong>Speed</strong> 0 ft., fly 20ft. (hover)</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>10 (+0)</td><td>8 (- 1)</td><td>16 (+3)</td><td>3 (-4)</td><td>8 (- 1)</td><td>5 (- 3)</td></tr></tbody></table><p><strong>Saving Throws</strong> Wis +2</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 9</p><p><strong>Languages</strong> understands Deep Speech and Undercommon but</p><p>can't speak</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Undead Fortitude</strong>. If damage reduces the zombie to 0 hit</p><p>points, it must make a Constitution saving throw with a DC</p><p>of 5 +the damage taken, un less the damage is radiant or</p><p>from a critical hit. On a success, the zombie drops to 1 hit</p><p>point in stead.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.</p><p>Hit: 14 (4d6) piercing damage.</p><p><strong>Eye Ray</strong>. The zombie uses a random magical eye ray, choosing</p><p>a target that it can see within 60 feet of it.</p><ul><li>1.<strong> Paralyzing Ray</strong>. The targeted creature must succeed on a</li></ul><p>DC 14 Constitution saving throw or be paralyzed for 1 minute.</p><p>The target can repeat the saving throw at the end of each of its</p><p>turns, ending the effect on itself on a success.</p><ul><li>2.<strong> Fear Ray</strong>. The targeted creature must succeed on a DC 14</li></ul><p>Wisdom saving throw or be frightened for 1 minute. The target</p><p>can repeat the saving throw at the end of each of its turns,</p><p>ending the effect on itself on a success.</p><ul><li>3.<strong> Enervation Ray</strong>. The targeted creature must make a DC 14</li></ul><p>Constitution saving throw, taking 36 (8d8) necrotic damage on</p><p>a failed save, or half as much damage on a successful one.</p><ul><li>4<strong>. Disintegration Ray</strong>. If the target is a creature, it must</li></ul><p>succeed on a DC 14 Dexterity savin g throw or take 45 (10d8)</p><p>force damage . If this damage reduces the creature to 0 hit</p><p>points, its body becomes a pile of fine gray dust.</p><p>If the target is a Large or smaller non magical object or</p><p>creation of magical force, it is disintegrated without a saving</p><p>throw. If the target is a Huge or larger non magical object</p><p>or creation of magical force , this ray disintegrates a 10-foot</p><p>cube of it.</p></div>",
            "hit_dice": "",
            "id": 10288,
            "initiative": "",
            "name": "Beholder Zombie ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Undead"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<address><h2>Killer Whale</h2><p>Huge beast, unaligned</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 90 (12d12 + 12)</p><p><strong>Speed</strong> 0 ft., swim 60ft.</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>19 (+4)</td><td>10 (+0)</td><td>13 (+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> blindsight 120ft., passive Perception 13</p><p><strong>Languages</strong>-</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Echolocation</strong>. The whale can't use its blindsight</p><p>while deafened.</p><p><strong>Hold Breath</strong>. The whale can hold its breath for 30 minutes.</p><p><strong>Keen Hearing</strong>. The whale has advantage on Wisdom</p><p>(Perception) checks that rely on hearing.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.</p><p>Hit: 21 (5d6 + 4) piercing damage .</p></address>",
            "hit_dice": "",
            "id": 10293,
            "initiative": "",
            "name": "Killer Whale",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10294,
            "initiative": "",
            "name": "Lion",
            "reference": "PhB",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Lizard</h2><p>Tiny beast, unaligned</p><p><strong>Armor Class</strong> 10</p><p><strong>Hit Points</strong> 2 (ld4)</p><p><strong>Speed</strong> 20ft., climb 20 ft.</p><table style=\"height: 53px;\" 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>2 (- 4)</td><td>11 (+0)</td><td>10 (+0)</td><td>1 (-5)</td><td>8 (- 1)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Senses</strong> darkvision 30ft., passive Perception 9</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.</p><p>Hit: 1 piercing damage.</p></div>",
            "hit_dice": "",
            "id": 10296,
            "initiative": "",
            "name": "Lizard",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Mammoth</h2><p>Huge beast, unaligned</p><p><strong>Armor Class</strong> 13 (natura l armor)</p><p><strong>Hit Points</strong> 126 (11d12 + 55)</p><p><strong>Speed</strong> 40ft.</p><table style=\"height: 40px;\" width=\"275\"><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>24 (+7)</td><td>9 (-1)</td><td>21 (+5)</td><td>3 (-4)</td><td>11 (+0)</td><td>6 (-2)</td></tr></tbody></table><p><strong>Senses</strong> passive Perceptio n 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><p><strong>Trampling Charge</strong>. If the mammot h moves at le ast 20 feet</p><p>straight toward a creature and t hen hits it with a gore attack on</p><p>the same turn , that target must succeed o n a DC 18 Strength</p><p>saving throw or be knocked prone. If the target is prone,</p><p>the mammoth can make one stomp attack against it as a</p><p>bonus action.</p><p><strong>ACTIONS</strong></p><p><strong>Gore</strong>. Melee Weapon Attack: +10 to hit, reach 10ft., one target.</p><p>Hit: 25 (4d8 + 7) piercing damage.</p><p><strong>Stomp</strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft. , o ne prone</p><p>creature. Hit: 29 (4d10 + 7) bludgeoning damage.</p><p>&nbsp;</p><p><strong>A mammoth</strong> is an elephantine creature with thick</p><p>fur and long tusks. Stockier and fiercer than normal</p><p>elephants, mammoths inhabit a wide range of climes,</p><p>from subarctic to subtropical.</p></div>",
            "hit_dice": "",
            "id": 10298,
            "initiative": "",
            "name": "Mammoth",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10299,
            "initiative": "",
            "name": "Mastiff",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10300,
            "initiative": "",
            "name": "Mule",
            "reference": "PhB",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10301,
            "initiative": "",
            "name": "Owl",
            "reference": "PhB",
            "size": "Tiny",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10302,
            "initiative": "",
            "name": "Wolf",
            "reference": "PhB",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Worg</h2><p>Large monstrosity, neutral evil</p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 26 (4d10 + 4)</p><p><strong>Speed</strong> 50 ft.</p><table style=\"height: 40px;\" width=\"328\"><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>13 (+1)</td><td>13 (+1)</td><td>7 (- 2)</td><td>11 (+0)</td><td>8 (-1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Goblin , Worg</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Keen Hearing and Smell</strong>. The worg has advantage on Wisdom</p><p>(Perception) checks that rely on hearing or smell.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,</p><p>it must succeed on a DC 13 Strength saving throw or be</p><p>knocked prone.</p><p>&nbsp;</p><p><strong>A worg is an evil predator</strong> that delights in hunting and</p><p>devouring creatures weaker than itself. Cunning and</p><p>malevolent, worgs roam across the remote wilderness</p><p>or a re raised by goblins and hobgoblins. Those</p><p>creatures use worgs as mounts, but a worg will turn on</p><p>its rider if it feels mistreated or malnourished. Worgs</p><p>speak in their own language and Goblin, and a few learn</p><p>to speak Common as well.</p></div>",
            "hit_dice": "",
            "id": 10303,
            "initiative": "",
            "name": "Worg",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Winter Wolf</h2><p>Large monstrosity, neutral evil</p><p><strong>Armor Class</strong> l3 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d10 + 20)</p><p><strong>Speed</strong> 50 ft.</p><table style=\"height: 40px;\" width=\"312\"><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>l3 (+1)</td><td>14 (+2)</td><td>7 (-2)</td><td>12 (+1)</td><td>8 (-1)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5, Stealth +3</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>Languages</strong> Common, Giant, Winter Wolf</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong>Keen Hearing and Smell</strong>. The wo lf has advantage on Wisdom</p><p>(Perception) checks that rely on hearing or sme ll.</p><p><strong>Pack Tactics</strong>. The wolf has advantage on an attack roll aga in st a</p><p>creature if at least one of the wolf's alli es is within 5 feet of the</p><p>creature and the ally isn't incapacitated.</p><p><strong>Snow Camouflage</strong>. Th e wo lf has advantage on Dexterity</p><p>(Stealth) checks made to hide in snowy terrain.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.</p><p>Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,</p><p>it must succeed on a DC 14 Strength saving throw or be</p><p>knocked prone.</p><p><strong>Cold Breath</strong> (Recharge 5-6). The wolf exhales a blast of freezing</p><p>wind in a 15-foot cone. Each creature in that area must make a</p><p>DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on</p><p>a failed save, or half as much damage on a successful one.</p><p>&nbsp;</p><p><strong>The arctic-dwelling winter wolf</strong> is as large as a dire</p><p>wolf but has snow-white fur and pale blue eyes. Frost</p><p>giants use these evil creatures as guards and hunting</p><p>companions, putting the wolves' deadly breath weapon</p><p>to use against their foes. Winter wolves communicate</p><p>with one another using growls and barks, but they</p><p>speak Common and Giant well enough to follow simple</p><p>conversations.</p></div>",
            "hit_dice": "",
            "id": 10304,
            "initiative": "",
            "name": "Winter Wolf ",
            "reference": "Usergen",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Weasel</h2><p>Tiny beast, unaligned</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 1 (1d4- 1)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"387\"><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>16 (+3)</td><td>8 (-1)</td><td>2 (-4)</td><td>12 (+1)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3, Stealth +5</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong>-</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>Keen Hearing and Smell</strong>. Th e wease l has advantage on Wisdom</p><p>(Perception) checks that rely on hearing or smell.</p><p><strong>ACTIONS</strong></p><p><strong>Bite</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 1 piercing damage .</p></div>",
            "hit_dice": "",
            "id": 10305,
            "initiative": "",
            "name": "Weasel ",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10307,
            "initiative": "",
            "name": "Warhorse",
            "reference": "PhB",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Vulture</h2><p>Medium beast, unaligned</p><p><strong>Armor Class</strong> 10</p><p><strong>Hit Points</strong> 5 (1d8 + 1)</p><p><strong>Speed</strong> 10ft., fly 50 ft.</p><table style=\"height: 53px;\" width=\"335\"><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>7 (- 2)</td><td>10 (+0)</td><td>13 (+1)</td><td>2 (- 4)</td><td>12 (+1)</td><td>4 (-3)</td></tr></tbody></table><p><strong>Skills</strong> Perception +3</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>languages</strong> -</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>Keen Sight and Smell</strong>. The vulture has advantage on Wisdom</p><p>(Perception) checks that rely on sight or smell .</p><p><strong>Pack Tactics</strong>. The vulture has advantage on an attack roll</p><p>against a creature if at least one of the vulture's allies is within</p><p>5 feet of the creature and the ally isn't incapacitated .</p><p><strong>ACTIONS</strong></p><p><strong>Beak</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.</p><p>Hit: 2 (1d4) piercing damage.</p></div>",
            "hit_dice": "",
            "id": 10308,
            "initiative": "",
            "name": "Vulture",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Swarm of Ravens</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 24 (7d8 - 7)</p><p><strong>Speed</strong> 10ft., fly 50 ft.</p><table style=\"height: 40px;\" width=\"288\"><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>6 (- 2)</td><td>14 (+2)</td><td>8 (-1)</td><td>3 (- 4)</td><td>12 (+1)</td><td>6 (- 2)</td></tr></tbody></table><p><strong>Skills</strong> Perception +5</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed,</p><p>petrified, prone, restrained, stunned</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>languages</strong>-</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa , and the swarm can move through any opening large</p><p>enough for a Tiny raven . The swarm can't regain hit points or</p><p>gain temporary hit points.</p><p><strong>ACTIONS</strong></p><p><strong>Beaks</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target</p><p>in the swarm's space. Hit: 7 (2d6) pi e rcing damage, or 3 (1d6)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p></div>",
            "hit_dice": "",
            "id": 10309,
            "initiative": "",
            "name": "Swarm of Ravens",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Swarm of Rats</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 10</p><p><strong>Hit Points</strong> 24 (7d8 - 7)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 40px;\" width=\"281\"><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>9 (- 1)</td><td>11 (+0)</td><td>9 (- 1)</td><td>2 (-4)</td><td>10 (+0)</td><td>3 (-4)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened , paralyzed,</p><p>petrified, prone, restrained, stunned</p><p><strong>Senses</strong> darkvision 30ft., passive Perception 10</p><p><strong>languages</strong> -</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Keen Smell</strong>. The swarm has advantage on Wisdom (Perception)</p><p>checks that rely on smell.</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa, and the swarm can move through any opening large</p><p>enough for a Tiny rat. The swarm can 't regain hit points or gain</p><p>temporary hit points.</p><p><strong>ACTIONS</strong></p><p><strong>Bites</strong>. Melee Weapon Attack: +2 to hit, reach 0 ft. , one target in</p><p>the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p></div>",
            "hit_dice": "",
            "id": 10310,
            "initiative": "",
            "name": "Swarm of Rats",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 10311,
            "initiative": "",
            "name": "Tiger",
            "reference": "PhB",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Swarm of Quippers</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 13</p><p><strong>Hit Points</strong> 28 (8d8 - 8)</p><p><strong>Speed</strong> 0 ft., swim 40 ft.</p><table style=\"height: 40px;\" width=\"288\"><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>16 (+3)</td><td>9 (-1)</td><td>1 (-5)</td><td>7 (-2)</td><td>2 (-4)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened , paralyzed,</p><p>petrified, prone, restrained, stunned</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 8</p><p><strong>Languages</strong>-</p><p><strong>Challenge</strong>&nbsp;1 (200 XP)</p><p><strong>Blood Frenzy</strong>. The swarm ha s advantage on melee attack rolls</p><p>against any creature that doesn't have all its hit points.</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa, and the swarm can move through any opening large</p><p>enough for a Tiny quipper. The swarm can't regain hit points or</p><p>gain temporary hit points.</p><p><strong>Water Breathing</strong>. The swarm can breathe on ly underwater.</p><p><strong>ACTIONS</strong></p><p><strong>Bites</strong>. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature</p><p>in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p>",
            "hit_dice": "",
            "id": 10312,
            "initiative": "",
            "name": "Swarm of Quippers",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Sea Horse</h2><p>Tiny beast, unaligned</p><p><strong>Armor Class</strong> 11</p><p><strong>Hit Points</strong> 1 (1d4 - 1)</p><p><strong>Speed</strong> 0 ft., swim 20ft.</p><table style=\"height: 40px;\" width=\"350\"><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>1 (- 5)</td><td>12 (+1)</td><td>8 (-1)</td><td>1 (- 5)</td><td>10 (+0)</td><td>2 (-4)</td></tr></tbody></table><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 0 (0 XP)</p><p><strong>Water Breathing</strong>. The sea horse can breathe only underwater.</p></div>",
            "hit_dice": "",
            "id": 10313,
            "initiative": "",
            "name": "Sea Horse ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Spider</h2><p>Tiny beast, unaligned</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 1 (1d4- 1)</p><p><strong>Speed</strong> 20ft., climb 20 ft.</p><table style=\"height: 40px;\" width=\"274\"><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 (-4)</td><td>14 (+2)</td><td>8 (-1)</td><td>1 (-5)</td><td>10 (+0)</td><td>2 (-4)</td></tr></tbody></table><p><strong>Skills</strong> Stealth +4</p><p><strong>Senses</strong> darkvision 30 ft. , passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 0 (10 XP)</p><p><strong>Spider Climb</strong>. Th e spider can climb difficult surfaces, including</p><p>upside down on ceilings, without needing to make an</p><p>ability check.</p><p><strong>Web Sense</strong>. While in contact with a web, the spider knows</p><p>the exact location of any other creature in contact with</p><p>the same web.</p><p><strong>Web Walker</strong>. The spider ignores movement restrictions caused</p><p>by webbing.</p></div>",
            "hit_dice": "",
            "id": 10314,
            "initiative": "",
            "name": "Spider",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Swarm of Bats</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 22 (Sd8)</p><p><strong>Speed</strong> 0 ft., fly 30ft.</p><table style=\"height: 40px;\" width=\"282\"><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>5 (-3)</td><td>15 (+2}</td><td>10 (+0)</td><td>2 (-4)</td><td>12 (+1)</td><td>4 (-3)</td></tr></tbody></table><p><strong>Damage</strong> <strong>Resistances</strong> bludgeoning, pi ercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed,</p><p>petrified, prone , restrained, stunned</p><p><strong>Senses</strong> blindsight 60ft., passive Perce ption 11</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/4 (50 XP)</p><p><strong>Echolocation</strong>. The swarm can't use its blindsight</p><p>while deafened.</p><p><strong>Keen Hearing</strong>. The swarm has advantage on Wisdom</p><p>(Perception) checks that rely on hearing.</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa, and the swarm can move through any opening large</p><p>enough for a Tiny bat. The swarm can't regain hit points or</p><p>gain temporary hit points.</p><p><strong>ACTIONS</strong></p><p><strong>Bites</strong>. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature</p><p>in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p></div>",
            "hit_dice": "",
            "id": 10315,
            "initiative": "",
            "name": "Swarm of Bats",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Swarm of Insects</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 22 (5d8)</p><p><strong>Speed</strong> 20ft., climb 20ft.</p><table style=\"height: 40px;\" width=\"275\"><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>10 (+0)</td><td>1 (-5)</td><td>7 (-2)</td><td>1 (-5)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed,</p><p>petrified, prone, restrained, stunned</p><p><strong>Senses</strong> blindsight 10ft., passive Perception 8</p><p><strong>Languages</strong>-</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa , and the swarm can move through any opening large</p><p>enough for a Tiny insect. The swarm can't regain hit points or</p><p>gain temporary hit points.</p><p><strong>ACTIONS</strong></p><p><strong>Bites</strong>. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in</p><p>the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p></div>",
            "hit_dice": "",
            "id": 10316,
            "initiative": "",
            "name": "Swarm of Insects ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Swarm of Poisonous Snakes</h2><p>Medium swarm of Tiny beasts, unaligned</p><p><strong>Armor Class</strong> 14</p><p><strong>Hit Points</strong> 36 (8d8)</p><p><strong>Speed</strong> 30ft. , swim 30ft.</p><table style=\"height: 40px;\" width=\"344\"><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>8 (-1)</td><td>18 (+4)</td><td>11 (+0)</td><td>1 (- 5)</td><td>10 (+0)</td><td>3 (- 4)</td></tr></tbody></table><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed ,</p><p>petrified, prone, restrained, stunned</p><p><strong>Senses</strong> blindsight 10ft., passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong>Swarm</strong>. The swarm can occupy another creature's space and</p><p>vice versa, and the swarm can move through any opening large</p><p>enough for a Tiny snake. The swarm can't regain hit points or</p><p>gain temporary hit points.</p><p><strong>ACTIONS</strong></p><p><strong>Bites</strong>. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature</p><p>in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)</p><p>piercing damage if the swarm has half of its hit points or fewer.</p><p>The target must make a DC 10 Constitution saving throw,</p><p>taking 14 (4d6) poison damage on a failed save, or half as</p><p>much damage on a successful one.</p></div>",
            "hit_dice": "",
            "id": 10318,
            "initiative": "",
            "name": "Swarm of Poisonous Snakes",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Drow Elite Warrior</h2><p>Medium humanoid (elf), neutral evil</p><p><strong>Armor Class</strong> 18 (studded leather, shield)</p><p><strong>Hit Points</strong> 71 (11d8 + 22)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"310\"><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>18 (+4)</td><td>14 (+2)</td><td>11 (+0)</td><td>13 (+1)</td><td>12 (+1)</td></tr></tbody></table><p><strong>Saving Throws</strong> Dex +7, Con +5, Wis +4</p><p><strong>Skills</strong> Perception +4, Stealth +10</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 14</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><p><strong>Fey Ancestry</strong>. The drow has advantage on saving throws against</p><p>being charmed, and magic can't put the drow to sleep.</p><p><strong>Innate Spellcasting</strong>. The drew's spellcasting ability is Charisma</p><p>(spell save DC 12). It can innately cast the following spells,</p><p>requiring no material components:</p><p><strong>At will</strong>: dancing lights</p><p><strong>1/day</strong> each: darkness ,faerie fire , levitate (self only)</p><p><strong>Sunlight Sensitivity</strong>. While in sunlight, the drow has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack</strong>. The drow makes two shortsword attacks.</p><p><strong>Shortsword</strong>. Melee Weapon Attack: +7 to hit, reach 10ft.,</p><p>one target. Hit: 7 (ld6 + 4) piercing damage plus 10 (3d6)</p><p>poison damage.</p><p><strong>Hand Crossbow</strong>. Ranged Weapon Attack: +7 to hit, range 30/120</p><p>ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the</p><p>target must succeed on a DC 13 Constitution saving throw or</p><p>be poisoned for 1 hour. If the saving throw fails by 5 or more,</p><p>the target is also unconscious while poisoned in this way. The</p><p>target wakes up if it takes damage or if another creature takes</p><p>an action to shake it awake.</p><p><strong>REACTIONS</strong></p><p><strong>Parry</strong>. The drow adds 3 to its AC against one melee attack that</p><p>would hit it. To do so, the drow must see the attacker and be</p><p>wielding a melee weapon.</p></div>",
            "hit_dice": "",
            "id": 10319,
            "initiative": "",
            "name": "Drow Elite  Warrior ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Drow Mage</h2><p>Medium humanoid (elf), neutral evil</p><p><strong>Armor Class</strong> 12 (15 with mage armor)</p><p><strong>Hit Points</strong> 45 (10d8)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"368\"><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>9 (-1)</td><td>14 (+2)</td><td>10 (+0)</td><td>17 (+3)</td><td>13 (+1)</td><td>12 (+1)</td></tr></tbody></table><p><strong>Skills</strong> Arcana +6, Deception +5, Perception +4, Stealth +5</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 14</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong>Fey Ancestry</strong>. The drow has advantage on saving throws against</p><p>being charmed, and magic can't put the drow to sleep.</p><p><strong>Innate Spellcasting</strong>. The drew's innate spellcasting ability is</p><p>Charisma (spell save DC 12). It can innately cast the following</p><p>spells, requiring no material components:</p><p><strong>At will</strong>: dancing lights</p><p><strong>l/day</strong> each: darkness ,faerie fire, levitate (self only)</p><p><strong>Spellcasting</strong>. The drow is a 10th-level spellcaster. Its</p><p>spellcasting ability is Intelligence (spell save DC 14, +6 to</p><p>hit with spell attacks). The drow has the following wizard</p><p>spells prepared:</p><p><strong>Cantrips</strong> (at will): mage hand, minor illusion, poison spray,</p><p>ray of frost</p><ul><li>lst level (4 slots): mage armor, magic missile, shield, witch bolt</li><li>2nd level (3 slots): alter self, misty step, web</li><li>3rd level (3 slots):fly, lightning bolt</li><li>4th level (3 slots): Evard's black tentacles, greater invisibility</li><li>5th level (2 slots): cloudkill</li></ul><p><strong>Sunlight Sensitivity</strong>. While in sunli ght, the drow has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>ACTIONS</strong></p><p><strong>Staff</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one</p><p>target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)</p><p>bludgeoning damage if used with two hands, plus 3 (ld6)</p><p>poison damage.</p><p><strong>Summon Demon</strong> (1/Day). The drow magically summons a</p><p>quasit, or attempts to summon a shadow demon with a 50</p><p>percent chance of success. The summoned demon appears in</p><p>an unoccupied space within 60 feet of its su mmoner, acts as</p><p>an ally of its summoner, and can't summon other demons. It</p><p>remains for 10 minutes, until it or its summoner dies, or until</p><p>its summoner dismisses it as an action</p>",
            "hit_dice": "",
            "id": 10320,
            "initiative": "",
            "name": "Drow Mage",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Drow Priestess of Loth</h2><p>Medium humanoid (elf), neutral evil</p><p><strong>Armor Class</strong> 16 (scale mail)</p><p><strong>Hit</strong> <strong>Points</strong> 71 (13d8 + 13)</p><p><strong>Speed</strong> 30ft.</p><table style=\"height: 53px;\" width=\"337\"><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>10 (+0)</td><td>14 (+2)</td><td>12 (+1)</td><td>13 (+1)</td><td>17 (+3)</td><td>18 (+4)</td></tr></tbody></table><p><strong>Saving Throws</strong> Con +4, Wis +6, Cha +7</p><p><strong>Skills</strong> Insight +6, Perception +6, Religion +4, Stealth +5</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge</strong> 8 (3,900 XP)</p><p><strong>Fey Ancestry</strong>. The drow has advantage on saving throws against</p><p>being charmed, and magic can't put the drow to sleep.</p><p><strong>Innate Spellcasting</strong>. The drew's innate spellcasting ability is</p><p>Charisma (spell save DC 12). It can innately cast the following</p><p>spells, requiring no material components:</p><p><strong>At will</strong>: dancing lights</p><p><strong>l/day</strong> each: darkness ,faerie fire, levitate (self only)</p><p><strong>Spellcasting</strong>. The drow is a 10th-level spellcaster. Its</p><p>spellcasting ability is Intelligence (spell save DC 14, +6 to</p><p>hit with spell attacks). The drow has the following wizard</p><p>spells prepared:</p><p><strong>Cantrips</strong> (at will): mage hand, minor illusion, poison spray,</p><p>ray of frost</p><ul><li>lst level (4 slots): mage armor, magic missile, shield, witch bolt</li><li>2nd level (3 slots): alter self, misty step, web</li><li>3rd level (3 slots):fly, lightning bolt</li><li>4th level (3 slots): Evard's black tentacles, greater invisibility</li><li>5th level (2 slots): cloudkill</li></ul><p><strong>Sunlight Sensitivity</strong>. While in sunli ght, the drow has</p><p>disadvantage on attack rolls, as well as on Wisdom</p><p>(Perception) checks that rely on sight.</p><p><strong>ACTIONS</strong></p><p><strong>Staff</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one</p><p>target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)</p><p>bludgeoning damage if used with two hands, plus 3 (ld6)</p><p>poison damage.</p><p><strong>Summon Demon</strong> (1/Day). The drow magically summons a</p><p>quasit, or attempts to summon a shadow demon with a 50</p><p>percent chance of success. The summoned demon appears in</p><p>an unoccupied space within 60 feet of its su mmoner, acts as</p><p>an ally of its summoner, and can't summon other demons. It</p><p>remains for 10 minutes, until it or its summoner dies, or until</p><p>its summoner dismisses it as an action</p>",
            "hit_dice": "",
            "id": 10321,
            "initiative": "",
            "name": "Drow Priestess of Loth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+6, 2d8+4",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Goblin territory",
            "family": "Fiend (Shapechanger)",
            "full_text": "<h1><span class=\"fontstyle0\">Barghest</span></h1><p><span class=\"fontstyle0\">Large fiend </span><span class=\"fontstyle0\">(shapechanger), </span><span class=\"fontstyle0\">neutral evil</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">17 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle2\"><strong>Points</strong> </span><span class=\"fontstyle3\">90 </span><span class=\"fontstyle3\">(12d10&nbsp;</span><span class=\"fontstyle3\">+&nbsp;</span><span class=\"fontstyle3\">24)<br /></span></p><p><strong><span class=\"fontstyle2\">Speed </span></strong><span class=\"fontstyle3\">60 </span><span class=\"fontstyle3\">ft. (30 ft. in </span><span class=\"fontstyle3\">goblin </span><span class=\"fontstyle3\">form)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle2\">Skills </span></strong><span class=\"fontstyle3\">Deception </span><span class=\"fontstyle2\">+4, </span><span class=\"fontstyle3\">Intimidation </span><span class=\"fontstyle2\">+4, </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">+5, Stealth </span><span class=\"fontstyle2\">+4<br /></span></p><p><strong><span class=\"fontstyle2\">Damage Resistances </span></strong><span class=\"fontstyle3\">cold, fire, lightning; </span><span class=\"fontstyle3\">bludgeoning, piercing, </span><span class=\"fontstyle3\">and </span><span class=\"fontstyle3\">slashing </span><span class=\"fontstyle3\">from </span><span class=\"fontstyle3\">nonmagical </span><span class=\"fontstyle3\">attacks<br /></span></p><p><strong><span class=\"fontstyle2\">Damage </span><span class=\"fontstyle3\">Immunities </span></strong><span class=\"fontstyle3\">acid, poison<br /></span></p><p><strong><span class=\"fontstyle3\">Condition </span><span class=\"fontstyle3\">Immunities </span></strong><span class=\"fontstyle3\">poisoned<br /></span></p><p><strong><span class=\"fontstyle2\">Senses </span></strong><span class=\"fontstyle3\">blindsight 60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">darkvision 60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle3\">Perception 15<br /></span></p><p><strong><span class=\"fontstyle2\">Languages </span></strong><span class=\"fontstyle3\">Abyssal, Common, </span><span class=\"fontstyle3\">Goblin, </span><span class=\"fontstyle3\">Infernal, telepathy 60 </span><span class=\"fontstyle3\">ft.<br /></span></p><p><strong><span class=\"fontstyle2\">Challenge </span></strong><span class=\"fontstyle3\">4 </span><span class=\"fontstyle3\">(1,100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle3\">The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its&nbsp;</span><span class=\"fontstyle3\">size and speed, its statistics are the same in each form. Any&nbsp;</span><span class=\"fontstyle3\">equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.<br /></span></p><p><strong><span class=\"fontstyle6\">Fire Banishment. </span></strong><span class=\"fontstyle3\">When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a</span><span class=\"fontstyle0\">fireball </span><span class=\"fontstyle3\">spell) don't have this effect on the barghest.<br /></span></p><p><strong><span class=\"fontstyle6\">Keen Smell. </span></strong><span class=\"fontstyle3\">The barghest has advantage on Wisdom (Perception) checks that rely on smell.<br /></span></p><p><strong><span class=\"fontstyle6\">Innate Spellcasting. </span></strong><span class=\"fontstyle3\">The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:</span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\"><br /><em>At will:</em> </span><span class=\"fontstyle0\">levitate, minor illusion, pass without trace<br /></span><span class=\"fontstyle3\"><em>1/day each:</em> </span><span class=\"fontstyle0\">charm person, dimension door, suggestion</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Bite. </span></strong><span class=\"fontstyle0\">Melee Weapon Attack </span><span class=\"fontstyle3\">(true form only): +6 to hit, reach 5 ft., one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">13 (2d8 + 4) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Claws. </span></strong><span class=\"fontstyle0\">Melee Weapon Attack. </span><span class=\"fontstyle3\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">8 (1d8 + 4) slashing damage</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General<br />provided yugoloths that died to serve the cause of the goblin&nbsp;</span><span class=\"fontstyle2\">god. </span><span class=\"fontstyle0\">Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.<br /></span></span></p><p><span class=\"fontstyle3\"><strong><span class=\"fontstyle2\">Consumers of&nbsp;</span></strong><span class=\"fontstyle3\"><strong>Souls.</strong> </span><span class=\"fontstyle0\">A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine. </span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle0\">The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid<br />souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet's forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen. </span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle0\">A barghest hungers for the day when it can complete&nbsp;</span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportu</span><span class=\"fontstyle2\">nity </span><span class=\"fontstyle0\">arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn't worthy of being devoured.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle3\"><strong>Banished by Fire.</strong> </span><span class=\"fontstyle0\">A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.</span></span></p><p><span class=\"fontstyle3\"><strong><span class=\"fontstyle4\">SOUL FEEDING.&nbsp;</span></strong><span class=\"fontstyle5\">A </span><span class=\"fontstyle0\">barghest can feed on the corpse of a humanoid that it&nbsp;</span><span class=\"fontstyle5\">killed </span><span class=\"fontstyle0\">that has been dead for less than 10 minutes, devouring both flesh and </span><span class=\"fontstyle0\">soul </span><span class=\"fontstyle0\">in doing so. This feeding takes at least 1</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 </span><span class=\"fontstyle0\">hours, </span><span class=\"fontstyle0\">after which time it is digested. </span><span class=\"fontstyle5\">If&nbsp;</span><span class=\"fontstyle0\">the barghest dies before the soul is digested, the soul is released. While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance </span><span class=\"fontstyle5\">of&nbsp;</span><span class=\"fontstyle0\">doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.</span><br /> </span></p>",
            "hit_dice": "12d10+24",
            "id": 10596,
            "initiative": "+2",
            "name": "Barghest",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+8, 3d6+4",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "Underground",
            "family": "Beholder",
            "full_text": "<h1><strong><span class=\"fontstyle0\">Death&nbsp;</span></strong><span class=\"fontstyle0\"><strong>Kiss</strong></span></h1><p><span class=\"fontstyle2\">Large aberration</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">neutral evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor Class </span></strong><span class=\"fontstyle0\">16 (natural armor)</span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">161 (17d10&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">68)<br /></span></p><p><strong><span class=\"fontstyle3\">Speed </span></strong><span class=\"fontstyle0\">Oft., fly 30 ft. (hover)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10&nbsp;(+0)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Saving Throws </span></strong><span class=\"fontstyle0\">Con </span><span class=\"fontstyle3\">+8, Wis </span><span class=\"fontstyle0\">+5<br /></span></p><p><strong><span class=\"fontstyle3\">Skills </span></strong><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+5<br /></span></p><p><strong><span class=\"fontstyle3\">Damage Immunities </span></strong><span class=\"fontstyle0\">lightning<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">prone<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">120 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Deep </span><span class=\"fontstyle0\">Speech, Undercommon<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> 10 </span><span class=\"fontstyle0\">(5,900 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Lightning Blood.</strong> </span><span class=\"fontstyle0\">A creature within 5 feet of the death kiss takes 5 (1d10) l</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ghtning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage</span><span class=\"fontstyle0\">.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.<br /></span></p><p><span class=\"fontstyle6\"><strong>Tentacle.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+8 to hit, reach 20 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">14 (3d6 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.<br /></span></p><p><span class=\"fontstyle6\"><strong>Blood Drain.</strong> </span><span class=\"fontstyle0\">One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4dl0) lightning damage, and the death kiss regains half as many hit points.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Blood Drinker.</strong> </span><span class=\"fontstyle3\">A </span><span class=\"fontstyle0\">death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>False Tyrant.</strong> </span><span class=\"fontstyle0\">In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear</span>&nbsp;&nbsp;<span class=\"fontstyle0\">from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a </span><span class=\"fontstyle0\">beholder </span><span class=\"fontstyle0\">that it </span><span class=\"fontstyle0\">encounters, though </span><span class=\"fontstyle0\">it might attempt to escape as soon as its master is </span><span class=\"fontstyle0\">preoccupied.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Simple Tactics.</strong> </span><span class=\"fontstyle0\">A death kiss lacks the combat </span><span class=\"fontstyle3\">fi</span><span class=\"fontstyle0\">nesse and </span><span class=\"fontstyle0\">intelligence </span><span class=\"fontstyle0\">of a </span><span class=\"fontstyle0\">beholder. </span><span class=\"fontstyle0\">It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, </span><span class=\"fontstyle4\">it </span><span class=\"fontstyle0\">attaches </span><span class=\"fontstyle0\">one or more of its tentacles to a creature and drains blood until its prey collapses. </span><span class=\"fontstyle3\">If </span><span class=\"fontstyle0\">it is in a superior </span><span class=\"fontstyle0\">position </span><span class=\"fontstyle0\">and its opponent poses no threat, it might toy </span><span class=\"fontstyle4\">with </span><span class=\"fontstyle0\">its food, slowly squeezing and </span><span class=\"fontstyle0\">draining </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">life </span><span class=\"fontstyle0\">out of a creature.</span> <br /> </span></p>",
            "hit_dice": "17d10 + 68",
            "id": 10597,
            "initiative": "+2",
            "name": "Death Kiss",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+6, 2d8",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Underground",
            "family": "Beholder",
            "full_text": "<h1><span class=\"fontstyle0\">GAUTH</span></h1><p><span class=\"fontstyle1\">Medium aberration</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">15 </span><span class=\"fontstyle0\">(natural armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">67 (9d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle0\">27)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> Oft., </span><span class=\"fontstyle0\">fly </span><span class=\"fontstyle0\">20 </span><span class=\"fontstyle0\">ft. (hover)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13&nbsp;(+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Int +5, Wis +5, Cha +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+5<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">prone<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">120 ft., passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Deep Speech, </span><span class=\"fontstyle0\">Undercommon<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">6 </span><span class=\"fontstyle0\">(2,300 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Stunning Gaze.</strong> </span><span class=\"fontstyle0\">When a creature that can see the gauth's cen</span><span class=\"fontstyle0\">tral </span><span class=\"fontstyle0\">eye starts its turn within 30 feet ofthe gauth, the gauth can&nbsp;</span><span class=\"fontstyle0\">force </span><span class=\"fontstyle0\">it to make a DC 14 Wisdom saving throw if the gauth isn't&nbsp;</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ncapa</span><span class=\"fontstyle0\">citated </span><span class=\"fontstyle0\">and can see the creature. Acreature that fails the save is stunned until the start of its next turn. Unless </span><span class=\"fontstyle0\">surprised, </span><span class=\"fontstyle0\">a creature can avert its eyes at the start&nbsp;</span><span class=\"fontstyle4\">of</span><span class=\"fontstyle0\">its turn to avoid the saving throw. Ifthe creature does so, it can't see the gauth until the start ofits next turn, when it can&nbsp;</span><span class=\"fontstyle4\">avert </span><span class=\"fontstyle0\">its eyes again. If the creature looks at the gauth in the&nbsp;</span><span class=\"fontstyle0\">mean</span><span class=\"fontstyle0\">time, </span><span class=\"fontstyle0\">it must immediately make the save.<br /></span></p><p><strong><span class=\"fontstyle6\">Death </span></strong><span class=\"fontstyle6\"><strong>Throes.</strong> </span><span class=\"fontstyle0\">When the gauth dies, the magical energy within&nbsp;</span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">explodes, and each creature within 10 feet of it must make </span><span class=\"fontstyle0\">a&nbsp;</span><span class=\"fontstyle0\">DC 14 </span><span class=\"fontstyle0\">Dexterity </span><span class=\"fontstyle0\">saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle0\">9 (2d8) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Eye </span></strong><span class=\"fontstyle6\"><strong>Rays.</strong> </span><span class=\"fontstyle0\">The gauth shoots three of the </span><span class=\"fontstyle0\">following </span><span class=\"fontstyle0\">magical eye&nbsp;</span><span class=\"fontstyle0\">rays </span><span class=\"fontstyle0\">at random (reroll </span><span class=\"fontstyle0\">duplicates), </span><span class=\"fontstyle0\">choosing one to three tar</span><span class=\"fontstyle4\">gets </span><span class=\"fontstyle0\">it can see within 120 feet of it:<br /></span><span class=\"fontstyle8\">1. </span><span class=\"fontstyle1\">Devour Magic Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on&nbsp;</span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">DC 14 </span><span class=\"fontstyle0\">Dexterity </span><span class=\"fontstyle0\">saving throw or have one of its magic items&nbsp;</span><span class=\"fontstyle4\">lose </span><span class=\"fontstyle0\">all magical </span><span class=\"fontstyle0\">properties </span><span class=\"fontstyle0\">until the start ofthe gauth's next&nbsp;</span><span class=\"fontstyle3\">turn. </span><span class=\"fontstyle0\">If the object is a </span><span class=\"fontstyle0\">charged </span><span class=\"fontstyle0\">item, it also loses 1d4 charges. Determine the affected item </span><span class=\"fontstyle0\">randomly, </span><span class=\"fontstyle0\">ig</span><span class=\"fontstyle0\">noring </span><span class=\"fontstyle0\">single-use&nbsp;</span><span class=\"fontstyle0\">items </span><span class=\"fontstyle0\">such as potions and scrolls.<br /></span><span class=\"fontstyle3\">2</span><span class=\"fontstyle3\">. </span><span class=\"fontstyle1\">Enervation Ray. </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">targeted </span><span class=\"fontstyle0\">creature must make a DC 14&nbsp;</span><span class=\"fontstyle0\">Cons</span><span class=\"fontstyle0\">titution </span><span class=\"fontstyle0\">saving throw, taking 18 (4d8} necrotic </span><span class=\"fontstyle0\">damage </span><span class=\"fontstyle0\">on a failed save, or half as much </span><span class=\"fontstyle0\">damage </span><span class=\"fontstyle0\">on a successful one.<br /></span><span class=\"fontstyle1\">3. </span><span class=\"fontstyle1\">Pushing Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on a DC&nbsp;</span><span class=\"fontstyle3\">14 </span><span class=\"fontstyle0\">Strength saving throw or be pushed up to 15 feet directly&nbsp;</span><span class=\"fontstyle0\">away </span><span class=\"fontstyle0\">from the gauth and have its speed halved until the start of&nbsp;</span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">gauth's next turn.<br /></span><span class=\"fontstyle6\">4. </span><span class=\"fontstyle1\">Fire Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on a DC 14&nbsp;</span><span class=\"fontstyle0\">Dexterity </span><span class=\"fontstyle0\">saving throw or take 22 (4dl0) fire </span><span class=\"fontstyle0\">damage.<br /></span><span class=\"fontstyle8\">5. </span><span class=\"fontstyle1\">Paralyzing </span><span class=\"fontstyle1\">Ray. </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">targeted </span><span class=\"fontstyle0\">creature must succeed on a DC 14 Constitution saving throw or be paralyzed for l minute.&nbsp;</span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">target can repeat the saving throw at the end of each of its&nbsp;</span><span class=\"fontstyle0\">turns, </span><span class=\"fontstyle0\">ending the effect on itself on a success.<br /></span><span class=\"fontstyle0\">6. </span><span class=\"fontstyle1\">Sleep Ray. </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">targeted </span><span class=\"fontstyle0\">creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious&nbsp;</span><span class=\"fontstyle0\">for </span><span class=\"fontstyle0\">l minute. The target awakens if it takes damage or </span><span class=\"fontstyle0\">another creature </span><span class=\"fontstyle0\">takes an action to wake it. This ray has no effect </span><span class=\"fontstyle0\">on constructs </span><span class=\"fontstyle0\">and undead.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">A gauth is a hungry, tyrannical </span><span class=\"fontstyle0\">beholder-like </span><span class=\"fontstyle0\">creature that eats magic and tries to exact tribute from anything<br />weaker than itself. Its body is about 4 feet in </span><span class=\"fontstyle0\">diameter</span><span class=\"fontstyle0\">,&nbsp;</span><span class=\"fontstyle2\">with six </span><span class=\"fontstyle0\">eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. </span><span class=\"fontstyle0\">It </span><span class=\"fontstyle0\">has color and texture variations similar to a true </span><span class=\"fontstyle0\">beholder.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle3\"><strong>Magical Metabolism.</strong> </span><span class=\"fontstyle0\">A gauth can survive on meat but prefers to sustain itself with power drained from magic<br />objects. </span><span class=\"fontstyle4\">If </span><span class=\"fontstyle0\">starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle3\"><strong>Accidental Summoning.</strong> </span><span class=\"fontstyle0\">When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to </span><span class=\"fontstyle0\">intimidate&nbsp;</span><span class=\"fontstyle0\">them, or as a spectator to its summoner in order to drain magic items it is expected to guard.</span> <br /> </span></p><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\"><strong>Inferior Tyrant.</strong> </span><span class=\"fontstyle2\">A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely</span> <br /> </span></p>",
            "hit_dice": "9d8 + 27",
            "id": 10598,
            "initiative": "+2",
            "name": "Gauth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 1",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Underground",
            "family": "Beholder",
            "full_text": "<h1><span class=\"fontstyle0\">GAZER</span></h1><p><span class=\"fontstyle1\">Tiny&nbsp;</span><span class=\"fontstyle1\">aberration, </span><span class=\"fontstyle1\">neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">13</span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">13 </span><span class=\"fontstyle0\">(3d4 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">O ft</span><span class=\"fontstyle0\">., fly </span><span class=\"fontstyle0\">30 </span><span class=\"fontstyle0\">ft. </span><span class=\"fontstyle0\">(hover)</span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p>&nbsp;</p><p><strong><span class=\"fontstyle3\">Saving Throws </span></strong><span class=\"fontstyle0\">Wis +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+4, </span><span class=\"fontstyle0\">Stealth </span><span class=\"fontstyle0\">+5<br /></span></p><p><span class=\"fontstyle0\"><strong>Condition Immunities</strong> prone<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision 60 ft., </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception 14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> ---</span><span class=\"fontstyle3\"><br /></span></p><p><span class=\"fontstyle5\"><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">1/2 (100 </span><span class=\"fontstyle5\">XP)</span></span></p><hr /><p><span class=\"fontstyle6\"><strong>Aggressive.</strong> </span><span class=\"fontstyle0\">As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.</span></p><p><span class=\"fontstyle6\"><strong>Mimicry.</strong> </span><span class=\"fontstyle0\">The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS</span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: +5 </span><span class=\"fontstyle0\">to hit, reach 5</span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">1 piercing damage.</span></p><p><span class=\"fontstyle6\"><strong>Eye Rays.</strong> </span><span class=\"fontstyle0\">The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:<br /></span><span class=\"fontstyle1\">1. Dazing Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.<br /></span><span class=\"fontstyle1\">2. Fear Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start ofthe gazer's next turn.<br /></span><span class=\"fontstyle1\">3. Frost Ray. </span><span class=\"fontstyle0\">The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.<br /></span><span class=\"fontstyle1\">4. Telekinetic Ray. </span><span class=\"fontstyle0\">If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive<br />puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Nuisance Pet.</strong> </span><span class=\"fontstyle0\">A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can't be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Agressive Vermin-Eater.</strong> </span><span class=\"fontstyle0\">A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\"><strong>Variant: Gazer Familiar.&nbsp;</strong>Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Familiar.</strong> </span><span class=\"fontstyle0\">The gazer can serve another creature as a </span><span class=\"fontstyle0\">fa</span><span class=\"fontstyle0\">miliar, forming a telepathic bond with its willing master,<br />provided that the mater is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what<br />the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.</span><br /> </span></p>",
            "hit_dice": "3d4 + 6",
            "id": 10599,
            "initiative": "+3",
            "name": "Gazer",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+5, 1d4 + 2",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Plains, Urban, Underground",
            "family": "Undead",
            "full_text": "<h1><span class=\"fontstyle0\">BODAK</span></h1><p><span class=\"fontstyle1\">Medium undead, chaotic evil</span></p><hr /><p>&nbsp;</p><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (natural </span><span class=\"fontstyle4\">armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">58 (9d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">18)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Stealth +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, fire, necrotic; </span><span class=\"fontstyle4\">bludgeoning, </span><span class=\"fontstyle4\">piercing, and </span><span class=\"fontstyle4\">slashing </span><span class=\"fontstyle4\">from </span><span class=\"fontstyle4\">nonmagical </span><span class=\"fontstyle4\">attacks<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> lightning, poison<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> charmed, frightened, poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, </span><span class=\"fontstyle4\">the </span><span class=\"fontstyle4\">languages </span><span class=\"fontstyle4\">it knew in life<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">6 </span><span class=\"fontstyle4\">(2,300 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Aura </span><span class=\"fontstyle6\">of</span></strong><span class=\"fontstyle6\"><strong>Annihilation.</strong> </span><span class=\"fontstyle4\">The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.<br /></span></p><p><strong><span class=\"fontstyle6\">Death </span></strong><span class=\"fontstyle6\"><strong>Gaze.</strong> </span><span class=\"fontstyle4\">When a creature that can see the bodak</span><span class=\"fontstyle4\">'</span><span class=\"fontstyle4\">s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0&nbsp;</span><span class=\"fontstyle4\">hit points, unless </span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t is immune to the frightened </span><span class=\"fontstyle4\">condition. </span><span class=\"fontstyle4\">Otherwise</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.<br /></span></p><p><span class=\"fontstyle6\"><strong>Sunlight Hypersensitivity.</strong> </span><span class=\"fontstyle4\">The bodak takes 5 radiant </span><span class=\"fontstyle4\">damage&nbsp;</span><span class=\"fontstyle4\">when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Fist.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit:&nbsp;</span><span class=\"fontstyle4\">4 (ld4 + 2) bludgeoning damage plus 9 (2d8} necrotic </span><span class=\"fontstyle4\">damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Withering </span></strong><span class=\"fontstyle6\"><strong>Gaze.</strong> </span><span class=\"fontstyle4\">One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">A </span><span class=\"fontstyle2\">bodak is the undead remains of someone who revered Orcus. Devoid of </span><span class=\"fontstyle2\">life </span><span class=\"fontstyle2\">and soul, it exists only to cause death.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle3\">Marked </span><span class=\"fontstyle3\">by </span></strong><span class=\"fontstyle3\"><strong>Orcus.</strong> </span><span class=\"fontstyle2\">A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all&nbsp;</span><span class=\"fontstyle2\">life </span><span class=\"fontstyle2\">energy near it. Most bodaks come into being in this&nbsp;</span><span class=\"fontstyle0\">way, </span><span class=\"fontstyle2\">then unleashed to spread death in Orcus's name. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\">Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\">Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Unhallowed Fragments.</strong> </span><span class=\"fontstyle2\">A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former </span><span class=\"fontstyle2\">life. </span><span class=\"fontstyle2\">Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\">Even nature despises bodaks. The sun burns away a<br />bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers,<br />its face frozen in a mask of terror. The </span><span class=\"fontstyle2\">monster's </span><span class=\"fontstyle2\">mere presence is so unnatural that it chills the soul. </span><span class=\"fontstyle2\">Animals<br /></span><span class=\"fontstyle2\">untrained for war instinctively flee just before a bodak arrives.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Ravaged Soul.</strong> </span><span class=\"fontstyle2\">The soul of a creature that </span><span class=\"fontstyle2\">becomes&nbsp;</span><span class=\"fontstyle2\">a bodak is so damaged that it is unfit for most forms of<br />magical resurrection. Only a </span><span class=\"fontstyle4\">wish </span><span class=\"fontstyle2\">spell or similar magic can return a bodak to its former life.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Undead Nature.</strong> </span><span class=\"fontstyle2\">A bodak doesn't require air, food, drink, or sleep.</span> <br /> </span></p>",
            "hit_dice": "9d8 + 18",
            "id": 10600,
            "initiative": "+3",
            "name": "Bodak",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+8, 5d6 + 5",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Swamp, Forest, Hag Territory",
            "family": "Hag",
            "full_text": "<h1><span class=\"fontstyle0\">BANDERHOBB</span></h1><p><span class=\"fontstyle1\">Large&nbsp;</span><span class=\"fontstyle3\">monstrosity, </span><span class=\"fontstyle3\">neutral evil</span></p><hr /><p><strong><span class=\"fontstyle4\">Armor Class </span></strong><span class=\"fontstyle4\">15</span><span class=\"fontstyle5\">&nbsp;(natural armor}</span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> 84 </span><span class=\"fontstyle6\">(&amp;d10 + 40)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Athletics </span><span class=\"fontstyle4\">+8, </span><span class=\"fontstyle5\">Stealth +7<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition</strong> Immunities </span><span class=\"fontstyle5\">charmed, </span><span class=\"fontstyle5\">frightened<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">darkvision </span><span class=\"fontstyle5\">120 ft., passive </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">12<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">understands Common and the </span><span class=\"fontstyle5\">languages </span><span class=\"fontstyle5\">of its creator, but can't speak<br /></span></p><p><span class=\"fontstyle5\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">5 (1,800 XP)<br /></span></p><hr /><p><span class=\"fontstyle1\"><strong>Resonant Connection.</strong> </span><span class=\"fontstyle5\">If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.<br /></span></p><p><span class=\"fontstyle1\"><strong>Shadow Stealth.</strong> </span><span class=\"fontstyle5\">While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.<br /></span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong><span class=\"fontstyle1\"><strong>Bite.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+8 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle5\">22 (5d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.<br /></span></p><p><span class=\"fontstyle1\"><strong>Tongue.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+8 to hit, reach 15 ft., one creature. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle5\">10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet ofthe banderhobb, which can use a bonus action to make a bite attack against the target.<br /></span></p><p><span class=\"fontstyle1\"><strong>Swallow.</strong> </span><span class=\"fontstyle5\">The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each ofthe banderhobb's turns. Acreature reduced to 0&nbsp;</span><span class=\"fontstyle5\">hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space<br />within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.<br /></span></p><p><span class=\"fontstyle1\"><strong>Shadow Step.</strong> </span><span class=\"fontstyle5\">The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.</span></p><hr /><p><span class=\"fontstyle0\">A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and<br />vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a<br />thug, a thief, and a kidnapper.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Birthed by Hags.</strong> </span><span class=\"fontstyle0\">In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Silent and Deadly.</strong> </span><span class=\"fontstyle0\">When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to<br />produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength.<br />Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as<br />silently as the shadows that infuse it. A banderhobb isn't capable of speech, but it can understand orders given to<br />it by its creator and communicates with nearby banderhobbs in a psychic manner.&nbsp;</span></p><p><strong><span class=\"fontstyle2\">Agents </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Evil.</strong> </span><span class=\"fontstyle0\">During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away. </span></p><p><span class=\"fontstyle0\">A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam.</span></p><p>&nbsp;</p>",
            "hit_dice": "8d10 + 40",
            "id": 10601,
            "initiative": "+1",
            "name": "Banderhobb",
            "reference": "Usergen",
            "size": "Large",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "1d6 - 1",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Urban, Underground",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">BOGGLE</span></h1><p><span class=\"fontstyle1\">Small fey</span><span class=\"fontstyle1\">, c</span><span class=\"fontstyle1\">haotic neutral</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">14</span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle3\">18 </span><span class=\"fontstyle3\">(4d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">4)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft., climb 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">+3, Sleight of Hand +6, Stealth +6<br /></span></p><p><span class=\"fontstyle0\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle3\">fire<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 60 </span><span class=\"fontstyle3\">ft., passive Perception 13<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Sylvan<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">1/8 (25 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Boggle Oil.</strong> </span><span class=\"fontstyle3\">The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle1\">Slippery Oil: </span></em><span class=\"fontstyle3\">While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics} checks made to escape bonds, squeeze through narrow spaces, and end grapples.&nbsp;<br /></span><span class=\"fontstyle1\"><em>Sticky Oil:</em> </span><span class=\"fontstyle3\">While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br /></span></p><p><strong><span class=\"fontstyle1\">Dimensional </span></strong><span class=\"fontstyle6\"><strong>Rift.</strong> </span><span class=\"fontstyle3\">As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of </span><span class=\"fontstyle3\">it, </span><span class=\"fontstyle3\">provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance&nbsp;between that space and any point within 30 feet of it that the boggle ~an see or specify by distance and direction (such as \"30 feet straight up\"}. While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including<br />a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.<br /></span></p><p><span class=\"fontstyle6\"><strong>Uncanny Smell.</strong> </span><span class=\"fontstyle3\">The boggle has advantage on Wisdom (Perception) checks that rely on smell.<br /></span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Pummel.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack:+</span><span class=\"fontstyle3\">l to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle3\">2 (1d6 </span><span class=\"fontstyle3\">- </span><span class=\"fontstyle3\">1) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Oil Puddle.</strong> </span><span class=\"fontstyle3\">The boggle creates a puddle ofoil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for 1</span><span class=\"fontstyle3\">&nbsp;</span><span class=\"fontstyle3\">hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itselffrom the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.<br /></span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle0\">A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\"><strong>Irksome Pests.</strong> </span><span class=\"fontstyle0\">Boggles engage in petty pranks to amuse themselves, passing the time at their hosts' expense. A boggle isn't above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief-not mayhem-is usually its intent. If threatened, a boggle flees rather than stand and fight.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\"><strong>Oily Excretions.</strong> </span><span class=\"fontstyle0\">A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\"><strong>Twisting Space.</strong> </span><span class=\"fontstyle0\">A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds-enough time for the boggle to step, reach, or </span><span class=\"fontstyle0\">attack </span><span class=\"fontstyle0\">through it.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\"><strong>Unreliable Allies.</strong> </span><span class=\"fontstyle0\">A boggle makes a decent servant for a strong-willed master, and wicked creatures such as<br />fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself.</span> <br /> </span></p>",
            "hit_dice": "4d6 + 4",
            "id": 10602,
            "initiative": "+4",
            "name": "Boggle",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fey"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 5d6 + 4",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Swamps",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">CATOBLEPAS</span></h1><p><span class=\"fontstyle1\">Large monstrosity, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle3\">84 </span><span class=\"fontstyle4\">(8dl </span><span class=\"fontstyle4\">O</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">40)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong>&nbsp;---</span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">5 </span><span class=\"fontstyle5\">(1,800 XP)<br /></span></p><hr /><p><strong><span class=\"fontstyle6\">Keen </span></strong><span class=\"fontstyle6\"><strong>Smell.</strong> </span><span class=\"fontstyle4\">The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.<br /></span></p><p><span class=\"fontstyle6\"><strong>Stench.</strong> </span><span class=\"fontstyle4\">Any creature other than a catoblepas that starts its turn within 10 feet ofthe catoblepas must succeed on a DC 16 Constitution </span><span class=\"fontstyle3\">saving </span><span class=\"fontstyle4\">throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.<br /></span></p><hr /><p><strong><span class=\"fontstyle1\">Actions<br /></span></strong><span class=\"fontstyle6\"><strong>Tail.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 10 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">21 </span><span class=\"fontstyle0\">(5d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.<br /></span><span class=\"fontstyle1\"><strong>Death Ray</strong>&nbsp;<em><strong>(Recharge </strong></em></span><em><span class=\"fontstyle6\"><strong>5-6).</strong> </span></em><span class=\"fontstyle4\">The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 </span><span class=\"fontstyle3\">(8d8) </span><span class=\"fontstyle4\">necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0&nbsp;</span><span class=\"fontstyle4\">hit points by this ray.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">The catoblepas is as loathsome as the vile swamplands&nbsp;</span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a </span><span class=\"fontstyle0\">catoblepas.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Animalistic Nature.</strong> </span><span class=\"fontstyle0\">Despite their ungainly physiol</span><span class=\"fontstyle3\">ogy, </span><span class=\"fontstyle0\">catoblepases resemble natural beasts. A catoblepas<br />behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the<br />occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for<br />life and, on occasion, a calf. Especially if it's guarding its young, a catoblepas attacks anyone that moves too close.</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Stench </span><span class=\"fontstyle4\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Death.</strong> </span><span class=\"fontstyle0\">A catoblepas's stink, like that of death mixed with swamp gas and skunk musk, gives it&nbsp;</span><span class=\"fontstyle3\">away </span><span class=\"fontstyle0\">as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from&nbsp;</span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leav</span><span class=\"fontstyle4\">ing </span><span class=\"fontstyle0\">a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Blighted </span></strong><span class=\"fontstyle2\"><strong>Territory.</strong> </span><span class=\"fontstyle0\">A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was&nbsp;</span><span class=\"fontstyle4\">before. </span><span class=\"fontstyle0\">Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas's foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Sinister Folklore.</strong> </span><span class=\"fontstyle0\">Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby&nbsp;</span><span class=\"fontstyle0\">is </span><span class=\"fontstyle0\">taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Sages say that gods of pestilence and rot created catoblepases as embodiments of their </span><span class=\"fontstyle0\">influence. </span><span class=\"fontstyle0\">Whatever<br />the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster's </span><span class=\"fontstyle4\">milk. </span><span class=\"fontstyle0\">Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts.</span> <br /> </span></p>",
            "hit_dice": "8d10 + 40",
            "id": 10603,
            "initiative": "+1",
            "name": "Catoblebas",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 2d6 + 3",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Unerground, Forest",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">CAVE FISHER</span></h1><p><span class=\"fontstyle2\">Medium monstrosity, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (natural </span><span class=\"fontstyle3\">armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">58 (9d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">18)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">climb 20 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3&nbsp;(-4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Percept</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">+2, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight </span><span class=\"fontstyle4\">60 ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception 12<br /></span></p><p><strong><span class=\"fontstyle3\">Languages</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">(700 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Adhesive Filament.</strong> </span><span class=\"fontstyle4\">The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. Acreature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn.<br /></span></p><p><span class=\"fontstyle6\"><strong>Flammable Blood.</strong> </span><span class=\"fontstyle4\">If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spider Climb.</strong> </span><span class=\"fontstyle4\">The cave fisher can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.<br /></span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The cave fisher makes two attacks with its claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach Sft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">10 (2d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3) slashing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Filament.</strong> </span><span class=\"fontstyle4\">One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet ofthe cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.</span>&nbsp;&nbsp;</p><hr /><p><span class=\"fontstyle0\">A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey.</span></p><p><span class=\"fontstyle2\"><strong>Ambushers.</strong> </span><span class=\"fontstyle0\">A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. </span><span class=\"fontstyle0\">It </span><span class=\"fontstyle0\">then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers<br />might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. </span><span class=\"fontstyle0\">If </span><span class=\"fontstyle0\">a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.</span></p><p><span class=\"fontstyle2\"><strong>Moving Up in the World.</strong> </span><span class=\"fontstyle0\">Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area. A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy </span><span class=\"fontstyle3\">away </span><span class=\"fontstyle0\">from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Valuable Innards.</strong> </span><span class=\"fontstyle0\">Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible,<br />tasting much like crab cooked in strong wine. The creature's shell is used in the manufacture of tools, armor, and jewelry.</span></p><p><span class=\"fontstyle2\"><strong>Reluctant Servants.</strong> </span><span class=\"fontstyle0\">While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers then employ them to guard passages or as beasts of war.</span></p>",
            "hit_dice": "9d8 + 18",
            "id": 10604,
            "initiative": "+1",
            "name": "Cave Fisher",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d4 + 2",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Underground",
            "family": "Drow",
            "full_text": "<h1><span class=\"fontstyle0\">CHITINE</span></h1><p><span class=\"fontstyle1\">Small monstrosity, chaotic evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor Class </span></strong><span class=\"fontstyle4\">14 </span><span class=\"fontstyle4\">(hide armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">18 (4d6 </span><span class=\"fontstyle4\">+ 4)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft., climb </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +4, Stealth +4<br /></span><span class=\"fontstyle4\"><br /></span><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Undercommon<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/2 (100 XP)<br /></span></p><hr /><p><span class=\"fontstyle5\"><strong>Fey Ancestry.</strong> </span><span class=\"fontstyle4\">The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.<br /></span></p><p><span class=\"fontstyle5\"><strong>Sunlight Sensitivity.</strong> </span><span class=\"fontstyle4\">While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.<br /></span></p><p><span class=\"fontstyle5\"><strong>Web Sense.</strong> </span><span class=\"fontstyle4\">While in contact with a web, the chitine knows the exact location of any other creature in contact with<br />the same web.<br /></span><span class=\"fontstyle5\"><strong>Web Walker.</strong> </span><span class=\"fontstyle4\">The chitine ignores movement restrictions caused by webb</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng.<br /></span></p><hr /><p><span class=\"fontstyle3\"><strong>ACTIONS</strong><br /></span></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The chitine makes three attacks with its daggers.<br /></span></p><p><span class=\"fontstyle5\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle6\">Hit: </span><span class=\"fontstyle4\">4 (1d4 </span><span class=\"fontstyle7\">+ </span><span class=\"fontstyle4\">2) piercing damage</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Chitines are multiarmed humanoids&nbsp;</span><span class=\"fontstyle2\">with </span><span class=\"fontstyle0\">arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On<br />occasion, Lolth pits chitines against dark elves-even though both groups worship&nbsp;</span><span class=\"fontstyle2\">her-as </span><span class=\"fontstyle0\">a way of punishing the drow, who created the chitines but displeased their goddess by doing so.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Unnatural Origin.</strong> </span><span class=\"fontstyle0\">Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with&nbsp;</span><span class=\"fontstyle4\">them, </span><span class=\"fontstyle0\">to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. The creation process required cooperation between magical disciplines. Drow wizards and warlocks used&nbsp;arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting&nbsp;</span><span class=\"fontstyle2\">at </span><span class=\"fontstyle0\">some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Lolth's Revenge.</strong> </span><span class=\"fontstyle0\">As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith. At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could&nbsp;</span><span class=\"fontstyle2\">lay </span><span class=\"fontstyle0\">eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion&nbsp;</span><span class=\"fontstyle2\">took </span><span class=\"fontstyle0\">root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead. Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.</span><br /> </span></p>",
            "hit_dice": "4d6 + 4",
            "id": 10606,
            "initiative": "+2",
            "name": "Chitine",
            "reference": "Usergen",
            "size": "Small",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+5, 1d4 + 3 + 3d6 poison",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Underground",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle2\">CHOLDRITH</span></h1><p>Medium monstrosity, chaotic evil</p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 </span><span class=\"fontstyle4\">(studded </span><span class=\"fontstyle4\">leather armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">66 (12d8 </span><span class=\"fontstyle4\">+ 12)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft., climb 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +5, </span><span class=\"fontstyle4\">Religion </span><span class=\"fontstyle4\">+2, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Undercommon<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">(700 XP)<br /></span></p><hr /><p><span class=\"fontstyle5\"><strong>Fey Ancestry.</strong> </span><span class=\"fontstyle4\">The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">+4 to hit with spell attacks). The choldrith has the following cleric spells prepared</span><span class=\"fontstyle4\">:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips </span><span class=\"fontstyle2\">(at will)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">guidance</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">mending, resistance</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">thaumaturgy<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle0\">bane</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">healing word, sanctuary</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">shield offaith<br /></span><em><span class=\"fontstyle4\">2nd level </span><span class=\"fontstyle4\">(1&nbsp;</span><span class=\"fontstyle4\">slots): </span></em><span class=\"fontstyle0\">hold person, spiritual weapon </span><span class=\"fontstyle4\">(dagger)<br /></span></p><p><span class=\"fontstyle5\"><strong>Spider Climb.</strong> </span><span class=\"fontstyle4\">The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle5\"><strong>Sunlight Sensitivity.</strong>&nbsp;</span><span class=\"fontstyle4\">While in sunlight</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.<br /></span></p><p><span class=\"fontstyle5\"><strong>Web Sense.</strong> </span><span class=\"fontstyle4\">While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.<br /></span></p><p><span class=\"fontstyle5\"><strong>Web Walker.</strong> </span><span class=\"fontstyle4\">The choldrith ignores movement restrictions caused by webbing</span><span class=\"fontstyle4\">.<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Dagger.</strong> </span><span class=\"fontstyle0\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft. or range 20/60 ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle4\">5 (1d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) p</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ercing damage plus 10 (3d6) poison damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle5\"><strong>Web <em>(Recharge 5-6).</em></strong> </span><span class=\"fontstyle0\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, range 30/60 ft</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">one Large or smaller creature. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle4\">The target is restrained by webbing. As an action, the restrained </span><span class=\"fontstyle2\">target&nbsp;</span><span class=\"fontstyle4\">can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</span></p><hr /><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle3\">Lolth's </span></strong><span class=\"fontstyle2\"><strong>Chosen.</strong> </span><span class=\"fontstyle0\">Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and </span><span class=\"fontstyle2\">that </span><span class=\"fontstyle0\">choldriths are the Spider Queen's rightful worldly representatives sent to&nbsp; <span class=\"fontstyle0\">free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way. As servants of Lolth, choldriths and chitines love spiders and spiderlike creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her</span><span class=\"fontstyle0\">.&nbsp;</span><span class=\"fontstyle0\">Anywhere chitines set up a colony quickly becomes a web-shrouded</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">gloomy, and treacherous place.<br /></span></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Communal Spiders.</strong> </span><span class=\"fontstyle0\">Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect<br />the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while<br />a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to<br />appear as a solid surface. </span></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle0\">A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">especially drow and elves.</span> <br /> </span></span></p>",
            "hit_dice": "12d8 + 12",
            "id": 10607,
            "initiative": "+3",
            "name": "Choldrith",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+4, 1",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Underground, Urban",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">CRANIUM RAT</span></h1><p><span class=\"fontstyle2\">Tiny </span><span class=\"fontstyle2\">beast</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">lawful evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle3\">12</span></p><p><span class=\"fontstyle3\"><strong>Hit </strong></span><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle3\">2 (ld4)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle5\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision </span><span class=\"fontstyle3\">30 ft., passive Perception 10<br /></span></p><p><span class=\"fontstyle5\"><strong>Languages</strong> </span><span class=\"fontstyle3\">telepathy 30 ft.<br /></span></p><p><span class=\"fontstyle5\"><strong>Challenge</strong> 0</span><span class=\"fontstyle3\">&nbsp;(10&nbsp;X</span><span class=\"fontstyle5\">P)<br /></span></p><hr /><p><strong><span class=\"fontstyle6\">I</span></strong><span class=\"fontstyle6\"><strong>llumination.</strong> </span><span class=\"fontstyle3\">As a bonus action, the cranium rat can shed dim&nbsp;</span><span class=\"fontstyle3\">light </span><span class=\"fontstyle3\">from its brain in a 5-foot radius or extinguish the light.&nbsp;</span><span class=\"fontstyle6\">Telepathic </span><span class=\"fontstyle6\">Shroud. </span><span class=\"fontstyle3\">The cranium rat is immune to any effect&nbsp;</span><span class=\"fontstyle3\">that </span><span class=\"fontstyle3\">would sense its emotions or read its thoughts, as well as&nbsp;</span><span class=\"fontstyle4\">to </span><span class=\"fontstyle3\">all divination spells</span><span class=\"fontstyle3\">.<br /></span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 to </span><span class=\"fontstyle3\">hit, </span><span class=\"fontstyle3\">reach 5 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">one target.&nbsp;</span><span class=\"fontstyle6\">Hit: 1</span><span class=\"fontstyle3\">&nbsp;p</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">ercing damage</span><span class=\"fontstyle3\">.</span></p><hr /><p>&nbsp;</p><p><span class=\"fontstyle0\">Mind flayers create cranium rats by </span><span class=\"fontstyle0\">bombarding </span><span class=\"fontstyle0\">normal rats with psionic energy.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Evil Collectives.</strong> </span><span class=\"fontstyle0\">Cranium rats are </span><span class=\"fontstyle0\">no </span><span class=\"fontstyle0\">smarter than ordinary rats and behave as such. </span><span class=\"fontstyle0\">However, </span><span class=\"fontstyle0\">if enough cranium rats come </span><span class=\"fontstyle0\">together </span><span class=\"fontstyle0\">to form a swarm, they merge their minds into a single </span><span class=\"fontstyle0\">intelligence </span><span class=\"fontstyle0\">with the accumulated </span><span class=\"fontstyle0\">memories </span><span class=\"fontstyle0\">of all the swarm's constituents. The rats become smarter as a result, and they retain<br />their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.&nbsp;</span><span class=\"fontstyle0\"><br /></span></p><p><span class=\"fontstyle0\">A rat separated from the swarm </span><span class=\"fontstyle0\">becomes </span><span class=\"fontstyle0\">an ordinary cranium rat with an </span><span class=\"fontstyle0\">Intelligence </span><span class=\"fontstyle0\">of 15. It loses 1 point of<br />Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and </span><span class=\"fontstyle0\">becomes<br /></span><span class=\"fontstyle0\">15 again if'it rejoins the swarm or another one.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Telepathic Vermin.</strong> </span><span class=\"fontstyle0\">A single, low-intelligence cranium rat uses its natural telepathy to communicate </span><span class=\"fontstyle0\">hunger,<br /></span><span class=\"fontstyle0\">fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature,<br />often </span><span class=\"fontstyle0\">referring </span><span class=\"fontstyle0\">to itself using the collective pronouns \"we\" and \"us.\"<br /></span></p><p><span class=\"fontstyle2\"><strong>Spies for an Elder Brain.</strong> </span><span class=\"fontstyle0\">Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy. Cranium rats occasionally spread </span><span class=\"fontstyle0\">beyond </span><span class=\"fontstyle0\">the elder brain's range of </span><span class=\"fontstyle0\">influence. Whatever </span><span class=\"fontstyle0\">these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire.</span>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "1d4",
            "id": 10608,
            "initiative": "+2",
            "name": "Cranium Rat",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 4d6 piercing",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Underground, Urban",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">SWARM OF CRANIUM RATS</span></h1><p><span class=\"fontstyle2\">Medium swarm of Tiny beasts, lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">12</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle3\">36 (8d8}<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle4\">Damage </span></strong><span class=\"fontstyle3\"><strong>Resistances</strong> </span><span class=\"fontstyle3\">bludgeoning, </span><span class=\"fontstyle3\">piercing, </span><span class=\"fontstyle3\">slashing<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle3\">charmed, </span><span class=\"fontstyle3\">frightened, </span><span class=\"fontstyle3\">grappled,&nbsp;</span><span class=\"fontstyle3\">paralyzed, </span><span class=\"fontstyle3\">petrified, prone, restrained, stunned<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 30 ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle3\">Perception 10<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle3\">telepathy 30 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">5 (1,800 XP}<br /></span></p><hr /><p><span class=\"fontstyle5\"><strong>Illumination.</strong> </span><span class=\"fontstyle3\">As a bonus action</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in </span><span class=\"fontstyle4\">a 5- </span><span class=\"fontstyle3\">to 20-foot radius (and dim light for an additional number offeet equal to the chosen radius), or ext</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">nguish&nbsp;</span><span class=\"fontstyle3\">the light.<br /></span></p><p><span class=\"fontstyle5\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle3\">The swarm's innate spellcasting ability is </span><span class=\"fontstyle3\">Intelligence </span><span class=\"fontstyle3\">(spell save DC 13)</span><span class=\"fontstyle3\">. </span><span class=\"fontstyle3\">As long as it has more than halfof its hit points </span><span class=\"fontstyle3\">remaining, </span><span class=\"fontstyle3\">the swarm can innately cast the following spells, requiring no components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\"><em>At will:</em> </span><span class=\"fontstyle2\">command, comprehend languages, detect thoughts<br /></span><em><span class=\"fontstyle3\">1/day each</span></em><span class=\"fontstyle3\"><em>:</em> </span><span class=\"fontstyle2\">confusion, dominate monster<br /></span></p><p><span class=\"fontstyle5\"><strong>Swarm.</strong> </span><span class=\"fontstyle3\">The swarm can occupy another creature's space and vice versa</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain&nbsp;</span><span class=\"fontstyle3\">temporary </span><span class=\"fontstyle3\">hit points.<br /></span></p><p><strong><span class=\"fontstyle2\">Telepathic </span></strong><span class=\"fontstyle5\"><strong>Shroud.</strong> </span><span class=\"fontstyle3\">The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.<br /></span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Bites.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+5 to hit</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">reach Oft</span><span class=\"fontstyle3\">., </span><span class=\"fontstyle3\">one target in the swarm's space. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle3\">14 (4d6) piercing </span><span class=\"fontstyle3\">damage, </span><span class=\"fontstyle3\">or 7 (2d6) piercing </span><span class=\"fontstyle3\">damage </span><span class=\"fontstyle3\">ifthe swarm has halfof its hit points or fewer.</span></p>",
            "hit_dice": "8d8",
            "id": 10609,
            "initiative": "+2",
            "name": "Cranium Rat, Swarm",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "1d4 + 3 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Underground, Forest",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">DARKLING</span></h1><p><span class=\"fontstyle1\">Small fey, chaotic neutral</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle4\">14 (teather armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">13 (3d6 + 3)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Acrobatics </span><span class=\"fontstyle4\">+5, Deception +2, Perception +5, Stealth +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Elvish, Sylvan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong>&nbsp;1</span><span class=\"fontstyle4\">/2 (100 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Death Flash.</strong> </span><span class=\"fontstyle4\">When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.<br /></span></p><p><span class=\"fontstyle6\"><strong>Light Sensitivity.</strong> </span><span class=\"fontstyle4\">While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.<br /></span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle0\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing da</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">age.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from<br />history, but the stories call him Dubh Catha (\"Dark Crow\" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith--or, in Common, \"darklings.\" Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>The Killing Light.</strong> </span><span class=\"fontstyle0\">The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens<br />the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with<br />clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Love </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Art.</strong> </span><span class=\"fontstyle0\">Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Elder Transformation.</strong> </span><span class=\"fontstyle0\">A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.</span> <br /> </span></p>",
            "hit_dice": "3d6 + 3",
            "id": 10610,
            "initiative": "+3",
            "name": "Darkling",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "+5, 1d6 + 3 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Underground, Forest",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">DARKLING ELDER</span></h1><p><span class=\"fontstyle2\">Medium fey, chaotic neutral</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (studded leather armor)</span></p><p><strong><span class=\"fontstyle3\">Hit Po</span><span class=\"fontstyle3\">i</span></strong><span class=\"fontstyle3\"><strong>nts</strong> </span><span class=\"fontstyle4\">27 (5d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">5)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">3</span><span class=\"fontstyle4\">0 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Acrobatics </span><span class=\"fontstyle4\">+5, Deception +3, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">+6, </span><span class=\"fontstyle4\">Stealth +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">darkvision 120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">16<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Elvish, Sylvan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">2 (450 XP)<br /></span></p><hr /><p><span class=\"fontstyle5\"><strong>Death Burn.</strong> </span><span class=\"fontstyle4\">When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is s</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">ccessful, the creature takes half the damage and isn't blinded.<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The darkling elder makes two melee attacks.</span></p><p><span class=\"fontstyle5\"><strong>Shortsword.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle5\">Darkness (Recharges after a Short </span><span class=\"fontstyle3\">or </span></strong><span class=\"fontstyle5\"><strong>Long Rest).</strong> </span><span class=\"fontstyle4\">The darkling elder casts </span><span class=\"fontstyle2\">darkness </span><span class=\"fontstyle4\">without any components. Wisdom is its&nbsp;</span><span class=\"fontstyle4\">sp</span><span class=\"fontstyle4\">ellcasting ability.</span></p>",
            "hit_dice": "5d8 + 5",
            "id": 10611,
            "initiative": "+3",
            "name": "Darkling Elder",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+6, 1d8 + 4 Slashing",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Sea, Seashore",
            "family": "Humanoid (Shapechanger)",
            "full_text": "<h1><span class=\"fontstyle0\">DEEP SCION</span></h1><p><span class=\"fontstyle2\">Medium humanoid (shapechanger), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">11</span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> 67 (9d8 </span><span class=\"fontstyle0\">+ 27)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 </span><span class=\"fontstyle0\">ft. </span><span class=\"fontstyle0\">(20 </span><span class=\"fontstyle0\">ft. </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">swim </span><span class=\"fontstyle0\">40 </span><span class=\"fontstyle0\">ft. i</span><span class=\"fontstyle0\">n </span><span class=\"fontstyle0\">hybrid form)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Deception </span><span class=\"fontstyle0\">+6, Insight +3, Sleight of Hand +3, Stealth +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">120 ft., passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Aquan, </span><span class=\"fontstyle0\">Common, </span><span class=\"fontstyle0\">thieves' cant<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">3 </span><span class=\"fontstyle0\">(700 </span><span class=\"fontstyle5\">XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle0\">The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it </span><span class=\"fontstyle0\">is </span><span class=\"fontstyle0\">wearing or carrying isn't transformed. The deep scion reverts to its true form </span><span class=\"fontstyle5\">if </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">dies.<br /></span></p><p><span class=\"fontstyle6\"><strong>Amphibious (Hybrid Form Only).</strong> </span><span class=\"fontstyle0\">The deep scion can breathe air and water.<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.<br /></span></p><p><strong><span class=\"fontstyle6\">Battleaxe </span><span class=\"fontstyle7\">(Humanoid </span><span class=\"fontstyle6\">Form </span></strong><span class=\"fontstyle7\"><strong>Only).</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5</span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">8 (1d8 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">4) slashing damage, or 9 (1d10&nbsp;</span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">4) slashing damage if used with two hands.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite (Hybrid Form Only).</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 </span><span class=\"fontstyle0\">to </span><span class=\"fontstyle0\">hit, </span><span class=\"fontstyle0\">reach 5&nbsp;ft., one creature. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">6 (1d4 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">4) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw (Hybrid Form Only).</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5</span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">7 (1d6 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">4) slashing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Psychic Screech (Hybrid Form Only; Recharges after a Short&nbsp;</strong><strong>or Long Rest).</strong> </span><span class=\"fontstyle0\">The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so<br />long as </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">and its master are </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">the same body of water.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">Deep scions began </span><span class=\"fontstyle0\">life </span><span class=\"fontstyle0\">as people who were stolen from shore or saved from sinking ships and offered a terrible&nbsp;</span><span class=\"fontstyle0\">bargain </span><span class=\"fontstyle0\">by an undersea power: surrender, body and&nbsp;</span><span class=\"fontstyle0\">soul, </span><span class=\"fontstyle0\">or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures.&nbsp;</span><span class=\"fontstyle0\">Its </span><span class=\"fontstyle0\">methods are painful and the result never certain, but&nbsp;</span><span class=\"fontstyle2\">when </span><span class=\"fontstyle0\">it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is<br /></span><span class=\"fontstyle2\">fully </span><span class=\"fontstyle0\">at home beneath the waves.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle3\">Spies </span><span class=\"fontstyle2\">from </span><span class=\"fontstyle3\">the </span></strong><span class=\"fontstyle2\"><strong>Sea.</strong> </span><span class=\"fontstyle0\">A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling&nbsp;</span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">master's desires. Sometimes a deep scion returns to&nbsp;</span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">former home and a hero's welcome-unexpectedly found alive when all hope was lost. At other times the&nbsp;deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world&nbsp;and report back to its master. When set to its task, a&nbsp;</span><span class=\"fontstyle2\">deep </span><span class=\"fontstyle0\">scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the&nbsp;</span><span class=\"fontstyle2\">perfect </span><span class=\"fontstyle0\">candidate for a job, or in some other role that enables the minion to carry out its master's commands.</span><span class=\"fontstyle2\"><br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle3\"><strong>Cold-Hearted Killers.</strong> </span><span class=\"fontstyle0\">The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. </span><span class=\"fontstyle0\">It </span><span class=\"fontstyle0\">believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of&nbsp;the person the deep scion once was.</span> <br /> </span></p>",
            "hit_dice": "9d8 + 27",
            "id": 10612,
            "initiative": "+1",
            "name": "Deep Scion",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+6, 1d8 + 4 Slashing",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Fiend (Demon)",
            "full_text": "<h1><span class=\"fontstyle0\">BABAU</span></h1><p><span class=\"fontstyle1\">Medium fiend (demon), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (natural armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">82 (11d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">33)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+5, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, fire, </span><span class=\"fontstyle4\">lightning; bludgeoning, piercing, </span><span class=\"fontstyle4\">and slashing from nonmagical attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision l 20 ft., passive Perception l 5<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">4 (1,100 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The babau's innate spellcasting ability is Wisdom (spell save DC 11)</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The babau can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">darkness</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">dispel magic.fear</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">heat metal, levitate<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack</span><span class=\"fontstyle1\">:</span><span class=\"fontstyle4\">+6 to hit, reach 5 ft</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 (1d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) slash</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spear.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">one target</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">7 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.<br /></span></p><p><span class=\"fontstyle6\"><strong>Weakening Gaze.</strong> </span><span class=\"fontstyle4\">The babau targets one creature that it can see within 20 feet of </span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The target must make a DC 13&nbsp;Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1&nbsp;minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss. A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature.</span> <br /> </span></p>",
            "hit_dice": "11d8 + 33",
            "id": 10613,
            "initiative": "+3",
            "name": "Babau",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 2d8 + 2 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Any",
            "family": "Fiend (Demon)",
            "full_text": "<h1><span class=\"fontstyle0\">MAW </span><span class=\"fontstyle0\">DEMON<br /></span></h1><p><span class=\"fontstyle2\">Medium fiend (demon), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">13 (natural armor)</span></p><p><span class=\"fontstyle0\"><strong>Hit </strong></span><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">33 (6d8 + 6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle0\"><strong>Resistances</strong> </span><span class=\"fontstyle0\">cold, fire, </span><span class=\"fontstyle0\">lightning<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle0\"><strong>Immunities</strong> poison<br /></span></p><p><span class=\"fontstyle0\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">charmed, frightened, </span><span class=\"fontstyle0\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">60 ft., passive Perception 9<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">understands </span><span class=\"fontstyle0\">Abyssal but can't speak<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> 1</span><span class=\"fontstyle0\">&nbsp;(200 XP)<br /></span></p><hr /><p><strong><span class=\"fontstyle6\">R</span><span class=\"fontstyle6\">ampage</span></strong><span class=\"fontstyle6\"><strong>.</strong> </span><span class=\"fontstyle0\">When it reduces a creature to O hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.<br /></span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+4 to hit, reach 5 </span><span class=\"fontstyle0\">ft_, </span><span class=\"fontstyle0\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">11 (2d8 + 2) piercing damage.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for<br />8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet. Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don't command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon.</span> <br /> </span></p>",
            "hit_dice": "6d8 + 6",
            "id": 10614,
            "initiative": "-1",
            "name": "Maw Demon",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+7, 4d10 + 4 Piercing",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "Any where gnolls can be found",
            "family": "Fiend (Demon)",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">SHOOSUVA</span></h1><p><span class=\"fontstyle0\">Large fiend (demon), chaotic evil</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">14 (natural armor)</span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> 110</span><span class=\"fontstyle3\">&nbsp;</span><span class=\"fontstyle3\">(13</span><span class=\"fontstyle3\">d10 + 39)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">40 </span><span class=\"fontstyle3\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle2\">Saving </span></strong><span class=\"fontstyle3\"><strong>Throws</strong> Dex </span><span class=\"fontstyle3\">+4, Con </span><span class=\"fontstyle3\">+6, </span><span class=\"fontstyle3\">Wis +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle3\">cold, fire, </span><span class=\"fontstyle3\">lightning; </span><span class=\"fontstyle3\">bludgeoning, piercing, and slashing from nonmagical </span><span class=\"fontstyle3\">attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle3\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle3\">charmed, frightened, </span><span class=\"fontstyle3\">poisoned<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 60 ft., passive </span><span class=\"fontstyle3\">Perception 12<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Abyssal, </span><span class=\"fontstyle3\">Gnoll, telepathy 120 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 8 </span><span class=\"fontstyle3\">(3,900 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Rampage.</strong> </span><span class=\"fontstyle3\">When it reduces a creature to O hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.<br /></span></p><hr /><p><strong><span class=\"fontstyle2\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Multiattack</span></strong><span class=\"fontstyle6\"><strong>.</strong> </span><span class=\"fontstyle3\">The shoosuva makes two attacks: one with its bite and one with its tail stinger.<br /></span></p><p><strong><span class=\"fontstyle6\">Bite</span></strong><span class=\"fontstyle6\"><strong>.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+7 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">26 (4dl0 + </span><span class=\"fontstyle2\">4) </span><span class=\"fontstyle3\">piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">T</span></strong><span class=\"fontstyle6\"><strong>ail Stinger.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+7 to hit, reach 15 ft., one creature. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">13 (2d8 + </span><span class=\"fontstyle4\">4) </span><span class=\"fontstyle3\">piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become p</span><span class=\"fontstyle3\">oi</span><span class=\"fontstyle3\">soned. While poiso</span><span class=\"fontstyle3\">n</span><span class=\"fontstyle3\">ed, the target is also </span><span class=\"fontstyle3\">p</span><span class=\"fontstyle3\">aralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">A shoosuva is a hyena</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim<br />while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby. Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band.</span> <br /> </span></p>",
            "hit_dice": "13d10 + 39",
            "id": 10615,
            "initiative": "+1",
            "name": "Shoosuva",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+10, 2d6 + 5 Slashing + 6d6 Necrotic",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "Extraplanar",
            "family": "FIend",
            "full_text": "<h1><span class=\"fontstyle0\">DEVOURER<br /></span></h1><p><span class=\"fontstyle1\">Large fiend, chaotic evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle4\">16 (natural armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">178 (17d10&nbsp;</span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">85)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, fire, I</span><span class=\"fontstyle4\">ightning<br /></span></p><p><span class=\"fontstyle4\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception 10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, </span><span class=\"fontstyle4\">telepathy 120 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">13 (10,000 XP)<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+</span><span class=\"fontstyle4\">l </span><span class=\"fontstyle5\">O</span><span class=\"fontstyle4\">to h</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t, reach 5 f</span><span class=\"fontstyle4\">t., </span><span class=\"fontstyle4\">one target</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle7\">H</span><span class=\"fontstyle7\">i</span><span class=\"fontstyle7\">t: </span><span class=\"fontstyle4\">12 (2d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5) slashing damage plus 21 (6d6) necrotic damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Imprison Soul.</strong> </span><span class=\"fontstyle4\">The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of </span><span class=\"fontstyle4\">it. </span><span class=\"fontstyle4\">That creature is teleported inside the devourer's ribcage and impr</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">soned there. A creature imprisoned in this manner has disadvantage on death sav</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng throws. If it dies while imprisoned, the devourer rega</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ns 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Add</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">tionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead.<br />Ifthe victim had 2 or fewer Hit Dice, it becomes a </span><span class=\"fontstyle3\">zombie. </span><span class=\"fontstyle4\">If it had 3 to 5 Hit Dice, it becomes a </span><span class=\"fontstyle3\">ghoul. </span><span class=\"fontstyle4\">Otherwise, it becomes a </span><span class=\"fontstyle3\">wight. </span><span class=\"fontstyle4\">A devourer can imprison only one creature at a time.<br /></span></p><p><span class=\"fontstyle6\"><strong>Soul Rend (Recharge 6).</strong> </span><span class=\"fontstyle4\">The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each l</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ving humanoid with </span><span class=\"fontstyle5\">O</span><span class=\"fontstyle4\">hit points in that area.</span></p><hr /><p><span class=\"fontstyle0\">Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like<br />fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all </span><span class=\"fontstyle0\">life </span><span class=\"fontstyle0\">with<br />everlasting death.&nbsp;</span></p><p><strong><span class=\"fontstyle2\">Instruments </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Orcus.</strong> </span><span class=\"fontstyle0\">A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are parti_cularly attracted to the presence of a devourer.</span></p><p><strong><span class=\"fontstyle2\">Tormentors </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Souls.</strong> </span><span class=\"fontstyle0\">Devourers hunt humanoids, with the intent of consuming them body and soul. After<br />a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its<br />own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Fiendish Nature.</strong> </span><span class=\"fontstyle0\">A devourer doesn't require air, food (other than souls), drink, or sleep.</span>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "17d10 + 85",
            "id": 10616,
            "initiative": "+1",
            "name": "Devourer",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 2d6 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<h1><span class=\"fontstyle0\">DIMETRODON</span></h1><p><span class=\"fontstyle1\">Medium </span><span class=\"fontstyle3\">beast, </span><span class=\"fontstyle3\">unaligned</span></p><hr /><p><strong><span class=\"fontstyle4\">Armor </span></strong><span class=\"fontstyle4\"><strong>Class</strong> </span><span class=\"fontstyle5\">12 (natural armor)</span></p><p><strong><span class=\"fontstyle5\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle5\">19 (3d8 + 6)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 ft., swim 20 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle5\"><strong>Skills&nbsp;</strong>Perception </span><span class=\"fontstyle5\">+2<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">12<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">1/4 (50 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Bite.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+4 </span><span class=\"fontstyle5\">to hit, reach </span><span class=\"fontstyle3\">5 </span><span class=\"fontstyle5\">ft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle5\">9 (2d6 </span><span class=\"fontstyle5\">+ 2) </span><span class=\"fontstyle5\">piercing damage.</span></p><hr /><p><span class=\"fontstyle0\">This sail-backed reptile is commonly found in areas&nbsp;</span><span class=\"fontstyle2\">where </span><span class=\"fontstyle0\">dinosaurs live. It hunts on shores and in shallow&nbsp;</span><span class=\"fontstyle2\">water, </span><span class=\"fontstyle0\">filling a similar role as a crocodile.</span></p>",
            "hit_dice": "3d8 + 6",
            "id": 10617,
            "initiative": "+0",
            "name": "Dimetrodon",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+8, 5d8 + 5 Bludgeoning",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<h1><span class=\"fontstyle0\">BRONTOSAURUS<br /></span></h1><p><span class=\"fontstyle1\">Gargantuan </span><span class=\"fontstyle1\">beast, </span><span class=\"fontstyle1\">unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (natural armor)</span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">121 (9d20 + 27)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> 30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Con +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive Perception 10<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle1\">5 </span><span class=\"fontstyle4\">(1,800 XP)</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Stomp.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 20 ft., one&nbsp;</span><span class=\"fontstyle4\">target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">27 (5d8 + 5) bludgeoning damage, and </span><span class=\"fontstyle4\">the </span><span class=\"fontstyle4\">target must succeed on a DC 14 Strength saving throw or be knocked prone.<br /></span></p><p><span class=\"fontstyle1\"><strong>Tail.</strong> Melee </span><span class=\"fontstyle1\">Weapon </span><span class=\"fontstyle1\">Attack: </span><span class=\"fontstyle4\">+8 to </span><span class=\"fontstyle4\">hit, </span><span class=\"fontstyle4\">reach </span><span class=\"fontstyle4\">20 fi., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">32 (6d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">5) </span><span class=\"fontstyle4\">bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">This massive four</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">legged dinosaur is large enough that most predators leave it alone. Its deadly tail can </span><span class=\"fontstyle2\">drive&nbsp;</span><span class=\"fontstyle0\">away or kill smaller threats.</span></p>",
            "hit_dice": "9d20 + 27",
            "id": 10618,
            "initiative": "-1",
            "name": "Brontosaurus",
            "reference": "Usergen",
            "size": "Gargantuan",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d8 + 2 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<p>DEINONYCHUS</p><p>Medium beast, unaligned</p><hr /><p>&nbsp;</p><p><strong>Armor Class&nbsp;</strong>13 (natural armor)</p><p><strong>Hit Points&nbsp;</strong>26 (4d8 + 8)</p><p><strong>Speed&nbsp;</strong>40 ft.</p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1 (200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Pounce.</strong> </span><span class=\"fontstyle4\">If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The deinonychus makes three attacks: one with its bite and two with its claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach </span><span class=\"fontstyle1\">5 </span><span class=\"fontstyle4\">ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing </span><span class=\"fontstyle4\">damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 </span><span class=\"fontstyle4\">to hit, reach </span><span class=\"fontstyle1\">5 </span><span class=\"fontstyle4\">ft.,</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">6 </span><span class=\"fontstyle4\">(1d8&nbsp;</span><span class=\"fontstyle4\">+&nbsp;</span><span class=\"fontstyle4\">2) slashing damage.</span></p><hr /><p><span class=\"fontstyle0\">This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.</span></p>",
            "hit_dice": "4d8 + 8",
            "id": 10619,
            "initiative": "+2",
            "name": "Deinonychus",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d10 + 2 Bludgeoning",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<h1><span class=\"fontstyle0\">HADROSAURUS</span></h1><p><span class=\"fontstyle1\">Large beast, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">11 (natural </span><span class=\"fontstyle4\">armor)</span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> 19 (3d10&nbsp;</span><span class=\"fontstyle4\">+ 3)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13&nbsp;(+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+2<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><strong><span class=\"fontstyle3\">Languages</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/4 (50 XP)</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Tail.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5&nbsp;</span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit:&nbsp;</span><span class=\"fontstyle4\">7 (1d10 + 2) </span><span class=\"fontstyle4\">bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">A </span><span class=\"fontstyle2\">hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling,&nbsp;</span><span class=\"fontstyle3\">it </span><span class=\"fontstyle2\">can be trained to carry a Small or Medium rider.</span></p>",
            "hit_dice": "3d10 + 3",
            "id": 10620,
            "initiative": "+0",
            "name": "Hadrosaurus",
            "reference": "Usergen",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 6d6 + 5 Piercing",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">STEGOSAURUS</span></h1><p><span class=\"fontstyle0\">Huge beast, unaligned</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">13 </span><span class=\"fontstyle3\">(natural </span><span class=\"fontstyle3\">armor)</span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle2\"><strong>Points</strong> </span><span class=\"fontstyle3\">76 </span><span class=\"fontstyle3\">(8d12&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">24)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">40 </span><span class=\"fontstyle3\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20 (+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive Perception 10<br /></span></p><p><strong><span class=\"fontstyle2\">Languages ---</span></strong></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">4 </span><span class=\"fontstyle3\">(1,100 XP)</span></p><hr /><p><span class=\"fontstyle4\"><strong>ACTIONS</strong><br /></span></p><p><span class=\"fontstyle6\"><strong>Tail.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+7 to hit, reach 10 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">26 (6d6 + 5) piercing </span><span class=\"fontstyle3\">damage.</span></p><hr /><p><span class=\"fontstyle0\">This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.</span></p>",
            "hit_dice": "8d12 + 24",
            "id": 10621,
            "initiative": "-1",
            "name": "Stegosaurus",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 3d6 + 2",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<h1><span class=\"fontstyle0\">QU</span><span class=\"fontstyle0\">ETZALCOATLUS<br /></span></h1><p><span class=\"fontstyle1\">Huge </span><span class=\"fontstyle1\">beast, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">13 </span><span class=\"fontstyle4\">(natural </span><span class=\"fontstyle3\">armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">30 (4dl2 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle0\">4)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> 10&nbsp;</span><span class=\"fontstyle4\">ft., fly 80 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+2<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">2 </span><span class=\"fontstyle4\">(450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Dive Attack.</strong> </span><span class=\"fontstyle4\">If the </span><span class=\"fontstyle4\">quetzalcoatlus </span><span class=\"fontstyle4\">is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.&nbsp;</span></p><p><span class=\"fontstyle7\"><strong>Flyby.</strong> </span><span class=\"fontstyle4\">The quetzalcoatlus doesn't provoke an </span><span class=\"fontstyle4\">opportunity&nbsp;</span><span class=\"fontstyle4\">attack when it flies out of an enemy's reach.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 10 ft., one creature.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">12 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing </span><span class=\"fontstyle4\">damage.</span></p><hr /><p><span class=\"fontstyle0\">This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like<br />a quadruped, it is more comfortable in the air.</span></p>",
            "hit_dice": "4d12 + 4",
            "id": 10622,
            "initiative": "+1",
            "name": "Quetzalcoatlus",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d6 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "River, Plains, Swamps",
            "family": "Dinosaur",
            "full_text": "<p><span class=\"fontstyle0\">VELOCIRAPTOR<br /></span></p><p><span class=\"fontstyle1\">Tiny beast, </span><span class=\"fontstyle1\">unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">13 (natural </span><span class=\"fontstyle4\">armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">10 </span><span class=\"fontstyle4\">(3d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><strong><span class=\"fontstyle3\">Languages </span></strong><span class=\"fontstyle3\">-<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">1/4 </span><span class=\"fontstyle4\">(50&nbsp;</span><span class=\"fontstyle4\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Pack Tactics.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">velociraptor </span><span class=\"fontstyle4\">has advantage on an attack roll against </span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">creature if at least one of the velociraptor's allies is within S feet of the creature and the ally isn't incapacitated.&nbsp;</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The velociraptor makes two attacks: one with its bite and one with its claws.</span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach S </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one creature.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 + 2) piercing </span><span class=\"fontstyle4\">damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle1\"><strong>Claws.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">4 (1d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) </span><span class=\"fontstyle4\">slashing damage.</span></p><hr /><p><span class=\"fontstyle0\">This feathered dinosaur is about the size of a large tur</span><span class=\"fontstyle2\">key. </span><span class=\"fontstyle0\">It is an aggressive predator and often hunts in packs<br />to bring down larger prey.</span></p>",
            "hit_dice": "3d4 + 3",
            "id": 10623,
            "initiative": "+2",
            "name": "Velociraptor",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+8, 2d10 + 5 Slashing",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "Underground",
            "family": "Fiend (Demon)",
            "full_text": "<h1><span class=\"fontstyle0\">DRAEGLOTH<br /></span></h1><p><span class=\"fontstyle1\">Large fiend (demon), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 15</span><span class=\"fontstyle4\">&nbsp;(natural armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">123 (13d10 + 52)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception +3, Stealth +S<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, fire, lightning<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison</span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft., passive Perception 13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, Elvish, Undercommon<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">7 (2,900 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Fey Ancestry.</strong> </span><span class=\"fontstyle4\">The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">darkness<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle1\">confusion, dancing lights, faerie fire</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The draegloth makes three attacks: one with its bite and two with its claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 5ft., one creature.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">16 (2d10 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5) piercing damage.<br /></span></p><p><span class=\"fontstyle7\"><strong>Claws.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 10 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">16 (2d10&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">5) slashing damage.</span></p><hr /><p><span class=\"fontstyle0\">A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its<br />thirst for destruction to that house's plans to triumph over its rivals.<br /></span></p><p><span class=\"fontstyle0\">A draegloth is an ogre-sized, four-armed humanoid&nbsp;</span><span class=\"fontstyle2\">with </span><span class=\"fontstyle0\">purple-black skin and yellow-white hair. Two of its<br />arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its<br />face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of<br />sharp teeth.&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Blessing on the House.</strong> </span><span class=\"fontstyle0\">The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth's favor-and a sign of Lolth's<br />disregard for the family's rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have&nbsp;a draegloth of its own.<br /></span></p><p><span class=\"fontstyle3\"><strong>Subservient Enforcers.</strong> </span><span class=\"fontstyle0\">Although it plays an important part in the welfare of its house, a draegloth can't rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house's enemies. A draegloth that can't suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing even greater chaos is unclear.&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Brute Cunning and Dark Magic.</strong> </span><span class=\"fontstyle0\">A draegloth loves the feeling of tearing opponents apart with its claws and<br />teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated<br />tactics, but a few go on to learn more destructive magic.</span></p>",
            "hit_dice": "13d10 + 52",
            "id": 10624,
            "initiative": "+2",
            "name": "Draegloth",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+3, 1d6 + 1 Slashing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Volcano, Underground, Desert",
            "family": "Humanoid (Firenewt)",
            "full_text": "<h1><span class=\"fontstyle0\">FIRENEWT WARRIOR<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (firenewt), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (chain shirt, shield)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">22 </span><span class=\"fontstyle4\">(4d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle3\">4)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">fire<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Draconic, </span><span class=\"fontstyle4\">lgnan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/2 (100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle4\">The firenewt can breathe air and water.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The firenewt makes two attacks with its scimitar.<br /></span></p><p><span class=\"fontstyle6\"><strong>Scimitar.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 ft.</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">4 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">l) slashing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spit Fire (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle4\">The firenewt spits fire at a creature within 10 feet of it</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.</span>&nbsp;</p><hr /><p><span class=\"fontstyle0\">In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.<br /></span></p><p><strong><span class=\"fontstyle2\">Heat </span></strong><span class=\"fontstyle3\"><strong>Seekers.</strong> </span><span class=\"fontstyle0\">Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. </span></p><p><span class=\"fontstyle0\">Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.<br /></span></p><p><span class=\"fontstyle0\">The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.</span></p><p>&nbsp;</p>",
            "hit_dice": "4d8 + 4",
            "id": 10625,
            "initiative": "+1",
            "name": "Firenewt Warrior",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+3, 1d8 + 1 Bludgeoning",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Volcano, Underground, Desert",
            "family": "Humanoid (Firenewt)",
            "full_text": "<h1><span class=\"fontstyle0\">FIRENEWT WARLOCK OF IMIX<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (firenewt), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 10</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">(</span><span class=\"fontstyle4\">1</span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">with </span><span class=\"fontstyle2\">ma</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">e armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">33 </span><span class=\"fontstyle4\">(6d8 </span><span class=\"fontstyle4\">+ 6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">fire<br /></span></p><p><strong><span class=\"fontstyle3\">Senses </span></strong><span class=\"fontstyle4\"><strong>darkvision</strong> </span><span class=\"fontstyle4\">120 ft. </span><span class=\"fontstyle4\">(pene</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ra</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">es </span><span class=\"fontstyle4\">magical </span><span class=\"fontstyle4\">darkness)</span><span class=\"fontstyle4\">,&nbsp;</span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Per</span><span class=\"fontstyle4\">c</span><span class=\"fontstyle4\">eption 10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Draconic</span><span class=\"fontstyle4\">, lgnan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;(200 </span><span class=\"fontstyle4\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle4\">The firenewt can breathe air and water.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">firenewt's </span><span class=\"fontstyle4\">innate </span><span class=\"fontstyle4\">spellcasting </span><span class=\"fontstyle4\">ability is </span><span class=\"fontstyle4\">Charisma. </span><span class=\"fontstyle4\">It can innately cast </span><span class=\"fontstyle2\">mage armor </span><span class=\"fontstyle4\">(self only) at will, requiring no material </span><span class=\"fontstyle4\">components.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The firenewt is a 3rd-level spellcaster</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell </span><span class=\"fontstyle4\">attacks). </span><span class=\"fontstyle4\">It regains its </span><span class=\"fontstyle4\">expended </span><span class=\"fontstyle4\">spell slots when it finishes </span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">short or long rest. It knows the&nbsp;</span><span class=\"fontstyle4\">following </span><span class=\"fontstyle4\">warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> fire </span><span class=\"fontstyle2\">bolt, </span><span class=\"fontstyle2\">guidance, </span><span class=\"fontstyle2\">light, mage hand, pres</span><span class=\"fontstyle2\">tidigitation<br /></span><span class=\"fontstyle4\"><em>1st-2nd level (2 2nd-level slots):</em> </span><span class=\"fontstyle2\">burning </span><span class=\"fontstyle2\">hands,jlaming </span><span class=\"fontstyle2\">sphere, hellish rebuke, scorching ray<br /></span></p><p><span class=\"fontstyle6\"><strong>lmix's Blessing.</strong> </span><span class=\"fontstyle4\">When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 </span><span class=\"fontstyle4\">temporary </span><span class=\"fontstyle4\">hit points.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Morningstar.</strong> </span><span class=\"fontstyle6\">Melee </span><span class=\"fontstyle2\">Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d8 + 1) piercing </span><span class=\"fontstyle4\">damage.</span></p><hr /><p><strong> <span class=\"fontstyle0\">Religious Militants. </span></strong><span class=\"fontstyle2\">Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of lmix teach that by demonstrating these qualities, a firenewt warrior in combat can become \"touched by the Fire Lord,\" entering a early unstoppable battle rage. </span></p><p><span class=\"fontstyle2\">Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to lmix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.<br /></span></p><p><span class=\"fontstyle2\">When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foesand they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result</span></p>",
            "hit_dice": "6d8 + 6",
            "id": 10626,
            "initiative": "+0",
            "name": "Firenewt Warlock of Imix",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d8 + 4 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Volcano, Underground, Desert",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">GIANT STRIDER<br /></span></h1><p><span class=\"fontstyle2\">Large </span><span class=\"fontstyle2\">monstrosity, </span><span class=\"fontstyle2\">neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">1</span><span class=\"fontstyle0\">4 </span><span class=\"fontstyle0\">(</span><span class=\"fontstyle0\">nat</span><span class=\"fontstyle0\">u</span><span class=\"fontstyle0\">ra</span><span class=\"fontstyle0\">l armor)</span></p><p><strong><span class=\"fontstyle0\">Hit </span><span class=\"fontstyle3\">Points</span></strong><span class=\"fontstyle0\"><strong>.&nbsp;</strong>22 </span><span class=\"fontstyle0\">(3d10&nbsp;</span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">6)</span><span class=\"fontstyle0\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">50 </span><span class=\"fontstyle0\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle0\"><strong>Immunities</strong> </span><span class=\"fontstyle0\">fire<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle0\">Percept</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">o</span><span class=\"fontstyle0\">n 11<br /></span></p><p><strong><span class=\"fontstyle3\">Languages </span><span class=\"fontstyle3\">-<br /></span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge&nbsp;</strong>1&nbsp;</span><span class=\"fontstyle0\">(</span><span class=\"fontstyle0\">200 </span><span class=\"fontstyle0\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Fire Absorption.</strong> </span><span class=\"fontstyle0\">Whenever the giant strider is </span><span class=\"fontstyle0\">subjected </span><span class=\"fontstyle0\">to fire clamage, it takes no </span><span class=\"fontstyle0\">damage </span><span class=\"fontstyle0\">and regains </span><span class=\"fontstyle0\">a n</span><span class=\"fontstyle0\">umber of hit points equal to half the fire damage dealt.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">8 </span><span class=\"fontstyle0\">(1d8 + 4) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Fire </span></strong><span class=\"fontstyle6\"><strong>Burst (Recharge 5-6).</strong> </span><span class=\"fontstyle0\">The giant strider hurls a gout of flame at </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">point it can see within </span><span class=\"fontstyle0\">60 </span><span class=\"fontstyle0\">feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 </span><span class=\"fontstyle0\">Dexterity </span><span class=\"fontstyle0\">saving throw, taking 14 (4d6) fire </span><span class=\"fontstyle0\">damage </span><span class=\"fontstyle0\">on a failed save, or half as much </span><span class=\"fontstyle0\">damage </span><span class=\"fontstyle0\">on a </span><span class=\"fontstyle0\">successful </span><span class=\"fontstyle0\">one. The fire spreads around corners, and it ignites </span><span class=\"fontstyle0\">flammable </span><span class=\"fontstyle0\">objects in that </span><span class=\"fontstyle0\">area </span><span class=\"fontstyle0\">that aren't being worn or carried.</span>&nbsp;</p><hr /><p><strong><span class=\"fontstyle0\">Giant Striders. </span></strong><span class=\"fontstyle2\">Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them</span><span class=\"fontstyle2\">- </span><span class=\"fontstyle2\">borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food,&nbsp;and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers.</span></p>",
            "hit_dice": "3d10 + 6",
            "id": 10627,
            "initiative": "+1",
            "name": "Giant Strider",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 1d6 + 3 Bludgeoning",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Elemental",
            "full_text": "<h1><span class=\"fontstyle0\">FLAIL SNAIL<br /></span></h1><p><span class=\"fontstyle2\">Large </span><span class=\"fontstyle2\">elemental, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (natural </span><span class=\"fontstyle4\">armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">52 </span><span class=\"fontstyle4\">(5dl0 </span><span class=\"fontstyle4\">+ 25)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">10 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5 (-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">fire, poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">tremorsense </span><span class=\"fontstyle4\">60 ft., passive&nbsp;</span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">10<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">(700 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Antimagic Shell.</strong> </span><span class=\"fontstyle4\">The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle6\">1-2. </span><span class=\"fontstyle4\">If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.<br /></span><span class=\"fontstyle5\">3-4. </span><span class=\"fontstyle4\">No additional effect.<br /></span><span class=\"fontstyle2\">5-6. </span><span class=\"fontstyle4\">The snail's shell converts some ofthe spell's energy into a burst ofdestructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.</span></p><p><span class=\"fontstyle5\"><strong>Flail Tentacles.</strong> </span><span class=\"fontstyle4\">The flail snail has five flail tentacles. Whenever the snailitakes 10 damage or more on a single turn, one of its tentacles dies. Ifeven one tentacle remains, the snail regrows all dead ones within ld4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the </span><span class=\"fontstyle2\">regenerate </span><span class=\"fontstyle4\">spell, can halt this dying process.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.<br /></span></p><p><span class=\"fontstyle5\"><strong>Flail Tentacle.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 10 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (ld6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Scintillating Shell (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle4\">The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.<br /></span></p><p><span class=\"fontstyle5\"><strong>Shell Defense.</strong> </span><span class=\"fontstyle4\">The flail snail withdraws into its shell, gaining a&nbsp;</span><span class=\"fontstyle0\">+4 </span><span class=\"fontstyle4\">bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">like tentacles.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Trail </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Treasure.</strong> </span><span class=\"fontstyle0\">Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living&nbsp;from trailing flail snails to collect this glass.</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle4\">USING THE SHELL </span><span class=\"fontstyle4\">OF </span><span class=\"fontstyle4\">A FLAIL SNAIL&nbsp;</span></strong><span class=\"fontstyle0\">A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp. Many hunters seek the shell for its antimagic properties. Askilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snails Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which to make a </span><span class=\"fontstyle5\">spellguard shield.&nbsp;</span><span class=\"fontstyle0\">A flail snail shell can also be used to make a </span><span class=\"fontstyle5\">robe ofscintillating colors. </span><span class=\"fontstyle6\">The </span><span class=\"fontstyle0\">shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe,</span> <br /> </span></p>",
            "hit_dice": "5d10 + 25",
            "id": 10628,
            "initiative": "-3",
            "name": "Flail Snail",
            "reference": "Usergen",
            "size": "Large",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+10, 3d8 + 6 Bludgeoning",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "Swamps",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">FROGHEMOTH<br /></span></h1><p><span class=\"fontstyle1\">Huge monstrosity, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">184 (16d12&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">80)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">swim 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Con </span><span class=\"fontstyle4\">+9, </span><span class=\"fontstyle4\">Wis +S<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+9,</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">fire, lightning<br /></span></p><p><strong><span class=\"fontstyle3\">Senses </span></strong><span class=\"fontstyle4\"><strong>darkvision</strong> </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception </span><span class=\"fontstyle3\">19<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">10 (5,900 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle4\">The froghemoth can breathe air and water.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Shock Susceptibility.</strong> </span><span class=\"fontstyle4\">If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.<br /></span></p><p><span class=\"fontstyle6\"><strong>Tentacle.</strong> </span><span class=\"fontstyle7\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+10 to hit, reach 20 ft., one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle7\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+10 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each ofthe froghemoth's turns. The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet ofthe froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</span></p><p><span class=\"fontstyle6\"><strong>Tongue.</strong> </span><span class=\"fontstyle4\">The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the </span><span class=\"fontstyle4\">froghemoth, </span><span class=\"fontstyle4\">and the froghemoth can </span><span class=\"fontstyle3\">make a </span><span class=\"fontstyle4\">bite attack against it as a bonus action.</span></p><hr /><p><span class=\"fontstyle0\">A froghemoth is an amphibious predator as big as an elephant. </span><span class=\"fontstyle0\">It </span><span class=\"fontstyle0\">lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.</span></p><p><span class=\"fontstyle2\"><strong>Otherworldly Entities.</strong> </span><span class=\"fontstyle0\">Froghemoths are creatures not of this world. Ajournal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Hungry from Birth.</strong> </span><span class=\"fontstyle0\">Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat it the hatchling. A young froghemoth's survival is most often predicated on its parent leaving </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous&nbsp;body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured.&nbsp;</span></p><p><strong><span class=\"fontstyle2\">Revered </span><span class=\"fontstyle2\">by&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Bullywugs.</strong> </span><span class=\"fontstyle0\">If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity.</span></p>",
            "hit_dice": "16d12 + 80",
            "id": 10629,
            "initiative": "+1",
            "name": "Froghemoth",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "+12, 3d8 + 8 Bludgeoning + 4d6 with Advantage",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "Urban, Mountain",
            "family": "Giant (Cloud Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">CLOUD </span><span class=\"fontstyle2\">GIANT SMILING ONE<br /></span></h1><p><span class=\"fontstyle3\">Huge giant </span><span class=\"fontstyle4\">(cloud </span><span class=\"fontstyle3\">giant), </span><span class=\"fontstyle4\">chaotic neutral</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle5\">15 </span><span class=\"fontstyle5\">(natural armor)</span></p><p><strong><span class=\"fontstyle5\">Hit </span></strong><span class=\"fontstyle0\"><strong>Points</strong> </span><span class=\"fontstyle5\">262 </span><span class=\"fontstyle5\">(2ldl2 + 126)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle5\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">26&nbsp;(+8)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12&nbsp;(+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">22&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Saving Throws</strong> </span><span class=\"fontstyle5\">Con +10, Int </span><span class=\"fontstyle5\">+6, </span><span class=\"fontstyle5\">Cha </span><span class=\"fontstyle5\">+7<br /></span></p><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Deception </span><span class=\"fontstyle5\">+11, Insight +7, </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">+7, Sleight of Hand </span><span class=\"fontstyle5\">+9<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive Perception </span><span class=\"fontstyle5\">17<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle5\">Common, </span><span class=\"fontstyle5\">Giant<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">11 (7,200 XP)</span></p><hr /><p><span class=\"fontstyle3\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle5\">The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle5\"><em>At will:</em> </span><span class=\"fontstyle4\">detect magic, fog cloud, light<br /></span><em><span class=\"fontstyle5\">3/day </span></em><span class=\"fontstyle4\"><em>each:</em> featherfall,&nbsp;misty step, telekinesis<br /></span><em><span class=\"fontstyle5\">1/day each: </span></em><span class=\"fontstyle4\">control weather, gaseous form<br /></span></p><p><span class=\"fontstyle3\">Spellcasting. </span><span class=\"fontstyle5\">The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:</span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle5\">Cantrips (at will): </span></em><span class=\"fontstyle4\">minor illusion, prestidigitation, vicious mockery<br /></span><span class=\"fontstyle5\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle4\">cure wounds, disguise self, silent image, Tasha's hideous laughter<br /></span><span class=\"fontstyle5\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle4\">invisibility, suggestion<br /></span><span class=\"fontstyle5\"><em>3rd level (2 slots):</em> </span><span class=\"fontstyle4\">major image, tongues<br /></span></p><p><span class=\"fontstyle3\"><strong>Keen Smell.</strong> </span><span class=\"fontstyle5\">The giant has advantage on Wisdom (Perception) checks that rely on smell.</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle3\"><strong>Multiattack.</strong> </span><span class=\"fontstyle5\">The giant makes two attacks with its morningstar.</span></p><p><span class=\"fontstyle3\"><strong>Morningstar.</strong> </span><span class=\"fontstyle4\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+12 to hit, reach 10 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle5\">one target. </span><span class=\"fontstyle4\">Hit: </span><span class=\"fontstyle5\">21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.<br /></span></p><p><span class=\"fontstyle3\"><strong>Rock.</strong> </span><span class=\"fontstyle4\">Ranged Weapon Attack: </span><span class=\"fontstyle5\">+12 to hit, range 60/240 ft., one target. </span><span class=\"fontstyle4\">Hit: </span><span class=\"fontstyle5\">30 (4dl0 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.<br /></span></p><p><span class=\"fontstyle3\"><strong>Change Shape.</strong> </span><span class=\"fontstyle5\">The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.</span></p><hr /><p><span class=\"fontstyle0\">Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance. Smiling ones are cloud giants who honor and emulate Memnor's craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked&nbsp;sense of humor.<br />While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind,&nbsp;smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Mysterious Masks.</strong> </span><span class=\"fontstyle0\">Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers' true facial expressions.</span></p>",
            "hit_dice": "21d12 + 126",
            "id": 10630,
            "initiative": "+1",
            "name": "Cloud Giant Smiling One",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+13, 4d6 + 8 Bludgeoning + 2d6 Fire + 2d6 Piercing",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "Mountain, Underground",
            "family": "Giant (Fire Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">FIRE GIANT DREADNOUGHT<br /></span></h1><p><span class=\"fontstyle2\">Huge giant (fire giant), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">21 (plate, shields)</span></p><p><strong><span class=\"fontstyle3\">H</span><span class=\"fontstyle3\">it </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">187 (15d12 + 90)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">27&nbsp;(+8)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Dex </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle0\">Con +11, Cha +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Athletics +13, Perception +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle0\">fire<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Giant<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">14 (11,500 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Dual Shields.</strong> </span><span class=\"fontstyle0\">The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Mul</span><span class=\"fontstyle6\">t</span><span class=\"fontstyle6\">i</span><span class=\"fontstyle6\">atta</span></strong><span class=\"fontstyle6\"><strong>ck.</strong> </span><span class=\"fontstyle0\">The giant makes two fireshield attacks.&nbsp;</span></p><p><strong><span class=\"fontstyle6\">Fires</span><span class=\"fontstyle6\">h</span></strong><span class=\"fontstyle6\"><strong>ield.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack:+</span><span class=\"fontstyle0\">13 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Rock.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle0\">+13 to hit, range 60/240 ft., one&nbsp;</span><span class=\"fontstyle3\">target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">30 (4d10 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle0\">8) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shield Charge.</strong> </span><span class=\"fontstyle0\">The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than&nbsp;</span><span class=\"fontstyle3\">Huge. </span><span class=\"fontstyle0\">The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the&nbsp;</span><span class=\"fontstyle3\">attack </span><span class=\"fontstyle0\">hits, the target must also succeed on a DC 21 Strength&nbsp;</span><span class=\"fontstyle3\">saving </span><span class=\"fontstyle0\">throw or be pushed ahead ofthe giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle0\">8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.</span></p><hr /><p><span class=\"fontstyle0\">The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of<br />any fire giant community. It is temple, school, proving ground, and political hub rolled into one. Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought.</span></p><p><strong> <span class=\"fontstyle0\">We</span><span class=\"fontstyle0\">apo</span><span class=\"fontstyle0\">ns </span><span class=\"fontstyle2\">of&nbsp;</span></strong><span class=\"fontstyle0\"><strong>War.</strong> </span><span class=\"fontstyle3\">Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasion</span><span class=\"fontstyle4\">atly, </span><span class=\"fontstyle3\">dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case.</span></p>",
            "hit_dice": "15d12 + 90",
            "id": 10631,
            "initiative": "-1",
            "name": "Fire Giant Dreadnought",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+11, 3d12 + 7 Slashing, 3d12 + 11 will raging",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "Arctic, Mountain",
            "family": "Giant (Frost Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">FROST GIANT EVERLASTING ONE<br /></span></h1><p><span class=\"fontstyle2\">Huge giant (frost giant)</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 15</span><span class=\"fontstyle2\">&nbsp;</span><span class=\"fontstyle0\">(patchwork </span><span class=\"fontstyle0\">armor)</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">189 </span><span class=\"fontstyle0\">(14d12 + </span><span class=\"fontstyle0\">98)<br /></span></p><p><span class=\"fontstyle3\">Speed </span><span class=\"fontstyle0\">40 </span><span class=\"fontstyle0\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">25&nbsp;(+7)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">24&nbsp;(+7)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Str +11, Con </span><span class=\"fontstyle4\">+</span><span class=\"fontstyle0\">11, Wis </span><span class=\"fontstyle3\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Athletics +11, </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle3\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle0\">cold<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision 60 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Giant<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">12 </span><span class=\"fontstyle0\">(8400 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Extra Heads.</strong> </span><span class=\"fontstyle0\">The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Regeneration.</strong> </span><span class=\"fontstyle0\">The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0&nbsp;</span><span class=\"fontstyle0\">hit points and doesn't regenerate.<br /></span></p><p><span class=\"fontstyle5\"><strong>Vaprak's Rage (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle0\">As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: </span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\">&bull; The giant has advantage on Strength checks and Strength saving throws<br />&bull; When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.<br />&bull; The giant has resistance to bludgeoning, piercing, and slashing damage.<br /></span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">The giant makes two attacks with its greataxe.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Greataxe.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+11 to hit, reach 10 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">26 (3dl2 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.<br /></span></p><p><span class=\"fontstyle5\"><strong>Rock.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle0\">+11 to hit, range 60/240 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">29 (4d10 + 7) bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some<br />setk out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal<br />prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Troll Eater.</strong> </span><span class=\"fontstyle0\">Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak</span><span class=\"fontstyle0\">'</span><span class=\"fontstyle0\">s name. Only the boldest and most determined frost giants can finish such a gory feast.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Vaprak's Blessing.</strong> </span><span class=\"fontstyle0\">After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">an </span><span class=\"fontstyle0\">ill </span><span class=\"fontstyle0\">temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title ofjarl and easily fend off rivals for decades</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra<br />heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled </span><span class=\"fontstyle0\">by&nbsp;</span><span class=\"fontstyle0\">its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \"blessing\" and worship of Vaprak from one generation to the next.</span></p>",
            "hit_dice": "14d12 + 98",
            "id": 10632,
            "initiative": "-1",
            "name": "Frost Giant Everlasting One",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+8, 3d8 + 5 Bludgeoning",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Plains, Hills",
            "family": "Giant (Hill Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">MOUTH OF GROLANTOR<br /></span></h1><p><span class=\"fontstyle2\">Huge giant </span><span class=\"fontstyle3\">(hill </span><span class=\"fontstyle2\">giant), chaotic evil</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">14 </span><span class=\"fontstyle0\">(natural armor)</span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">105 </span><span class=\"fontstyle0\">(10d12 + </span><span class=\"fontstyle0\">40)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle0\">50 </span><span class=\"fontstyle0\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5 (-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7 (-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+l<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">frightened<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle0\">passive Perception </span><span class=\"fontstyle0\">11<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Giant<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">6 </span><span class=\"fontstyle0\">(2,300 XP)</span></p><hr /><p><span class=\"fontstyle7\"><strong>Mouth of Madness.</strong> </span><span class=\"fontstyle0\">The giant is immune to </span><span class=\"fontstyle2\">confusion </span><span class=\"fontstyle0\">spells and similar magic</span><span class=\"fontstyle0\">.&nbsp;</span><span class=\"fontstyle0\">On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Roll a d10 at the start ofeach of the giant's turns to determine its action for that turn:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\">1-3</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle0\">The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.<br /></span><span class=\"fontstyle7\">4-5. </span><span class=\"fontstyle0\">The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.<br /></span><span class=\"fontstyle5\">6-7</span><span class=\"fontstyle5\">. </span><span class=\"fontstyle0\">The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.<br /></span><span class=\"fontstyle7\">8-10. </span><span class=\"fontstyle0\">The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.<br /></span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle7\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+8 to hit, reach 5 ft., one creature.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt.&nbsp;</span></p><p><span class=\"fontstyle7\"><strong>Fist.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+8 to hit, reach 10 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">18 (3d8 + 5) bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food.&nbsp;Vomiting hill giants are seen as vessels of a message from Grolantor. </span></p><p><span class=\"fontstyle0\">The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor's hunger can be given a mouth in the world.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Starved and Insane.</strong> </span><span class=\"fontstyle0\">A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor's eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it's sure to kill a few hill giants before it's brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last ditch defense of the tribe's home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe's enemies, it passes out amid the gory remains of its victims, making it easy to recapture.</span></p>",
            "hit_dice": "10d12 + 40",
            "id": 10633,
            "initiative": "+0",
            "name": "Mouth of Grolantor",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "+10, 3d8 + 6 Bludgeoning",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "Any except Underground",
            "family": "Giant (Stone Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">STONE GIANT DREAMWALKER<br /></span></h1><p><span class=\"fontstyle2\">Huge giant (stone giant), chaotic neutral</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">18 (natural armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">161 (14d12 + 70)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Dex +6, Con +9, Wis +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +14, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">charmed, frightened<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, Giant<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">10 </span><span class=\"fontstyle4\">(5,900 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Dreamwalker's Charm.</strong> </span><span class=\"fontstyle4\">An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't </span><span class=\"fontstyle4\">incapacitated. </span><span class=\"fontstyle4\">On a failed save, the creature is charmed by the giant. Acreature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The giant makes two attacks with its greatclub.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Creatclub.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+10 </span><span class=\"fontstyle4\">to hit, reach 15 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">19 (3d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Petrifying Touch.</strong> </span><span class=\"fontstyle4\">The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed&nbsp;</span><span class=\"fontstyle3\">save, </span><span class=\"fontstyle4\">the target becomes petrified, and the giant can adhere the target to its stony body. </span><span class=\"fontstyle2\">Greater restoration </span><span class=\"fontstyle4\">spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, </span><span class=\"fontstyle4\">in </span><span class=\"fontstyle4\">which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.&nbsp;</span></p><p><strong><span class=\"fontstyle6\">Rock. </span></strong><span class=\"fontstyle2\">Ranged Weapon Attack:+</span><span class=\"fontstyle4\">10 to hit, range 60/240 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">28 (4d10 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</span></p><hr /><p><span class=\"fontstyle0\">The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made<br />there needn't be honored. </span><span class=\"fontstyle0\">Life </span><span class=\"fontstyle0\">and even art hold less&nbsp;</span><span class=\"fontstyle2\">value </span><span class=\"fontstyle0\">there.&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Dream Dwellers.</strong> </span><span class=\"fontstyle0\">Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don't take shelter under stone, such individuals can become dreamwalkers. Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.<br /></span></p><p><span class=\"fontstyle3\"><strong>Mad Wanderers.</strong> </span><span class=\"fontstyle0\">Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone</span><span class=\"fontstyle0\">.</span></p>",
            "hit_dice": "14d12 + 70",
            "id": 10634,
            "initiative": "+2",
            "name": "Stone Giant Dreamwalker",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Good",
            "base_attack": "+14, 9d6 + 9 Lightning",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "Mountain, Cloud, Sea",
            "family": "Giant (Storm Giant)",
            "full_text": "<h1><span class=\"fontstyle0\">STORM </span><span class=\"fontstyle2\">GIANT QUINTESSENT<br /></span></h1><p><span class=\"fontstyle3\">Huge giant (storm giant), chaotic </span><span class=\"fontstyle4\">good</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle0\"><strong>Points</strong> </span><span class=\"fontstyle4\">230 (20d12 + 100)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle4\">50 ft., fly 50 ft. (hover), swim 50 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">29&nbsp;(+9)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Str +14, Con +10, Wis +10, Cha +9<br /></span></p><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +8, </span><span class=\"fontstyle4\">History </span><span class=\"fontstyle0\">+8, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+10<br /></span></p><p><span class=\"fontstyle0\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold; </span><span class=\"fontstyle4\">bludgeoning, </span><span class=\"fontstyle4\">piercing, </span><span class=\"fontstyle4\">and </span><span class=\"fontstyle4\">slashing&nbsp;</span><span class=\"fontstyle4\">from </span><span class=\"fontstyle4\">nonmagical </span><span class=\"fontstyle4\">attacks<br /></span></p><p><strong><span class=\"fontstyle0\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">lightning, thunder<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle4\">truesight 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception 20<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Giant<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">16 </span><span class=\"fontstyle4\">(15,000 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Amphibious.</strong> </span><span class=\"fontstyle4\">The giant can breathe air and water.</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The giant makes two Lightning Sword attacks or uses Wind Javelin twice.</span></p><p><span class=\"fontstyle4\"><br /></span><span class=\"fontstyle5\"><strong>Lightning Sword.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+14 to hit, reach 15 ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle4\">40 (9d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">9) lightning damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Wind Javelin.</strong> </span><span class=\"fontstyle4\">The giant coalesces wind into a </span><span class=\"fontstyle4\">j</span><span class=\"fontstyle4\">avelin</span><span class=\"fontstyle4\">-</span><span class=\"fontstyle4\">like form and hurls it at a creature it can see within 600 feet of it</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The javetin is </span><span class=\"fontstyle4\">considered </span><span class=\"fontstyle4\">a magic weapon and deals 19 (3d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">9) piercing damage to the target, striking unerringly. The javelin&nbsp;</span><span class=\"fontstyle4\">disappears </span><span class=\"fontstyle4\">after it hits.</span></p><hr /><p><strong>LEGENDARY ACTIONS</strong></p><p><span class=\"fontstyle4\">The giant can take 3 </span><span class=\"fontstyle4\">legendary </span><span class=\"fontstyle4\">actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent </span><span class=\"fontstyle4\">legendary </span><span class=\"fontstyle4\">actions at the start of its turn.&nbsp;</span></p><p><span class=\"fontstyle0\"><strong>Gust.</strong> </span><span class=\"fontstyle4\">The giant targets a creature it can see within </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">feet of it and creates a magical gust of wind around it</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The target must succeed on a DC </span><span class=\"fontstyle4\">18 Strength </span><span class=\"fontstyle4\">saving throw or be pushed up to 20 feet in any </span><span class=\"fontstyle4\">horizontal direction </span><span class=\"fontstyle4\">the giant chooses</span><span class=\"fontstyle4\">.</span></p><p><strong><span class=\"fontstyle4\">Thunderbolt </span><span class=\"fontstyle4\">(2 </span></strong><span class=\"fontstyle4\"><strong>Actions).</strong> </span><span class=\"fontstyle4\">The giant hurls a thunderbolt at a creature </span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t can see within 600 feet of it. The target must make a DC 18 </span><span class=\"fontstyle4\">Dexterity </span><span class=\"fontstyle4\">saving throw, taking 22 (4d10) thunder&nbsp;</span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">on a failed save, or half as much </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">on a suc</span><span class=\"fontstyle4\">cessful </span><span class=\"fontstyle4\">one.</span></p><p><strong><span class=\"fontstyle0\">One with </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">Storm </span><span class=\"fontstyle0\">(3 </span></strong><span class=\"fontstyle0\"><strong>Actions).</strong> </span><span class=\"fontstyle4\">The giant vanishes, dispersing itself into the storm surround</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng </span><span class=\"fontstyle4\">its lair. The giant can end this effect at the start of any of its turns, </span><span class=\"fontstyle4\">becoming </span><span class=\"fontstyle4\">a giant once more and appearing </span><span class=\"fontstyle4\">in </span><span class=\"fontstyle4\">any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't </span><span class=\"fontstyle4\">be targeted </span><span class=\"fontstyle4\">by attacks</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a </span><span class=\"fontstyle3\">control weather </span><span class=\"fontstyle4\">spell or similar magic to quell the storm.</span></p><hr /><p><span class=\"fontstyle0\">To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a&nbsp;mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Elemental Weapons.</strong> </span><span class=\"fontstyle0\">A storm giant quintessent sheds its armor and weapons, but gains the power to form<br />makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear.&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Forsaken Form.</strong> </span><span class=\"fontstyle0\">A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors.<br /></span></p><p><strong><span class=\"fontstyle4\">A </span><span class=\"fontstyle4\">QUINTESSENT'S LAIR<br /></span></strong><span class=\"fontstyle0\">A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch,<br />a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm.<br /></span></p><p><span class=\"fontstyle3\"><strong>Lair Actions.</strong> </span><span class=\"fontstyle0\">A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:</span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\">&bull; The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of<br />that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.<br />&bull; The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the</span> <span class=\"fontstyle0\">giant </span><span class=\"fontstyle0\">disperses </span><span class=\"fontstyle0\">it (no action </span><span class=\"fontstyle0\">required</span><span class=\"fontstyle0\">), and it can't </span><span class=\"fontstyle2\">be<br /></span><span class=\"fontstyle0\">dispersed by wind.<br />&bull; The giant creates a </span><span class=\"fontstyle0\">60</span><span class=\"fontstyle0\">-fo</span><span class=\"fontstyle0\">ot</span><span class=\"fontstyle0\">-long, </span><span class=\"fontstyle0\">10-foot-wid</span><span class=\"fontstyle0\">e line of&nbsp;</span><span class=\"fontstyle0\">strong wind (or strong current within </span><span class=\"fontstyle0\">water) </span><span class=\"fontstyle0\">origina</span><span class=\"fontstyle0\">t</span><span class=\"fontstyle0\">ing from a point </span><span class=\"fontstyle0\">anywhere </span><span class=\"fontstyle0\">in its lair. Each </span><span class=\"fontstyle0\">cre</span><span class=\"fontstyle0\">ature in that line must succeed on a DC 18 Strength </span><span class=\"fontstyle0\">saving&nbsp;</span><span class=\"fontstyle0\">throw or be pushed 15 feet in the </span><span class=\"fontstyle0\">direction </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">wind&nbsp;</span><span class=\"fontstyle0\">is blowing. The gust </span><span class=\"fontstyle0\">disperses </span><span class=\"fontstyle0\">gas or vapor, and </span><span class=\"fontstyle0\">it&nbsp;</span><span class=\"fontstyle0\">extinguishes candles, </span><span class=\"fontstyle0\">torches, </span><span class=\"fontstyle0\">and similar unprotected flames in its area. </span><span class=\"fontstyle0\">Protected </span><span class=\"fontstyle0\">flames, such as those of lanterns, have a 50 percent chance of being extinguished.<br /></span></p><p><strong><span class=\"fontstyle3\">Regional Effects. </span></strong><span class=\"fontstyle0\">The region containing a storm giant quintessent's lair is warped by the giant's </span><span class=\"fontstyle0\">presence</span><span class=\"fontstyle0\">,&nbsp;</span><span class=\"fontstyle0\">which creates one or more of the following effects:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\">&bull; High wind blows within 1 mile of the lair, </span><span class=\"fontstyle0\">making </span><span class=\"fontstyle0\">it impossible to light a fire unless the location where the<br />fire is lit is </span><span class=\"fontstyle0\">protected </span><span class=\"fontstyle0\">from the wind.<br />&bull; Rain, snow, or </span><span class=\"fontstyle0\">blowing </span><span class=\"fontstyle0\">dust or sand (whichever is most appropriate) is constant within 1 mile of the lair.<br />Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.<br />&bull; Flashes of </span><span class=\"fontstyle0\">lightning </span><span class=\"fontstyle0\">and peals of thunder are continual, day and night, within 5 miles of the lair. If the giant dies, the lightning, thunder, and high wind regional effects end </span><span class=\"fontstyle0\">immediately. </span><span class=\"fontstyle0\">Rain, snow, and blowing dust abate </span><span class=\"fontstyle0\">gradually </span><span class=\"fontstyle0\">within 1d8 days.</span></p>",
            "hit_dice": "20d12 + 100",
            "id": 10635,
            "initiative": "+2",
            "name": "Storm Giant Quintessent",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d6 + 4 Slashing",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Forest, Urban",
            "family": "Monstrosity",
            "full_text": "<h1>GIRALLON</h1><p><span class=\"fontstyle0\">Large&nbsp;monstrosity</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">unaligned<br /></span></p><hr /><p><strong><span class=\"fontstyle2\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle3\">13<br /></span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle2\"><strong>Points</strong> </span><span class=\"fontstyle3\">59 (7d10 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">21)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">40 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">climb 40 </span><span class=\"fontstyle3\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">+3, Stealth +5<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">13<br /></span></p><p><span class=\"fontstyle5\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle5\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">4 </span><span class=\"fontstyle3\">(1,100 </span><span class=\"fontstyle4\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Aggressive.</strong> </span><span class=\"fontstyle3\">As a bonus action</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">the girallon can move up to its speed toward a hostile creature that it can see</span><span class=\"fontstyle3\">.<br /></span></p><p><span class=\"fontstyle7\"><strong>Keen Smell.</strong> </span><span class=\"fontstyle3\">The girallon has advantage on Wisdom (Perception) checks that rely on smell.</span></p><hr /><p>&nbsp;</p><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle0\"><strong>Multiattack.</strong> </span><span class=\"fontstyle3\">The girallon makes five attacks: one with its bite and four with its claws</span><span class=\"fontstyle3\">.</span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+6 to h</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">t, reach 5 ft., one creature.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">7 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">4) piercing damage</span><span class=\"fontstyle3\">.<br /></span></p><p><span class=\"fontstyle0\"><strong>Claw.</strong> Melee Weapon Attack: </span><span class=\"fontstyle3\">+6 to hit, reach 10 f</span><span class=\"fontstyle3\">t., </span><span class=\"fontstyle3\">one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">7 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">4) slashing damage</span><span class=\"fontstyle3\">.</span></p><hr /><p><span class=\"fontstyle0\">A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Forest Hunters.</strong> </span><span class=\"fontstyle0\">Girallons are most common in temperate or warm forest environments abundant with life. They share the ape's adeptness at climbing, although these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size&nbsp;and its lack of camouflage. </span></p><p><span class=\"fontstyle0\">Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also<br />tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body<br />language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to<br />work together to make a big kill. </span><span class=\"fontstyle0\">If </span><span class=\"fontstyle0\">they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Wall Climbers.</strong> </span><span class=\"fontstyle0\">The ruins of humanoid habitations, especially those found in deep forests and jungles, seem<br />to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and<br />buttresses of such formations. To a girallon, a city's buildings are just another sort of forest</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">and better yet, one whose uppermost \"branches\" can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.</span></p><p><span class=\"fontstyle2\"><strong>Magical Origin.</strong> </span><span class=\"fontstyle0\">The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon's appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world. </span></p><p><span class=\"fontstyle0\">In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures. </span></p><p><span class=\"fontstyle0\">Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.</span> </p>",
            "hit_dice": "7d10 + 21",
            "id": 10636,
            "initiative": "+3",
            "name": "Girallon",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+9, 1d10 + 5 Bludgeoning, + 4d10 Psychic",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Plains, Hills",
            "family": "Humanoid (Gnoll)",
            "full_text": "<h1><span class=\"fontstyle0\">FLIND<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (gnoll), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">16 (chain mail)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">127 (15d8 + 60)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">3</span><span class=\"fontstyle0\">0 </span><span class=\"fontstyle0\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Con </span><span class=\"fontstyle3\">+8, Wis +5</span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">I</span><span class=\"fontstyle0\">nt</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">midate </span><span class=\"fontstyle0\">+5, </span><span class=\"fontstyle0\">Per</span><span class=\"fontstyle0\">ce</span><span class=\"fontstyle0\">ption </span><span class=\"fontstyle0\">+5</span><span class=\"fontstyle0\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">da</span><span class=\"fontstyle0\">rk</span><span class=\"fontstyle0\">v</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">s</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">on </span><span class=\"fontstyle0\">60 ft., </span><span class=\"fontstyle0\">pass</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ve Percept</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">on </span><span class=\"fontstyle0\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Gnoll, </span><span class=\"fontstyle0\">Abyssa</span><span class=\"fontstyle0\">l<br /></span><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">9 </span><span class=\"fontstyle0\">(5,0</span><span class=\"fontstyle0\">00 </span><span class=\"fontstyle0\">XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Aura of Blood Thirst.</strong> </span><span class=\"fontstyle0\">If the flind isn't incapacitated, any creature with the </span><span class=\"fontstyle0\">Rampage </span><span class=\"fontstyle0\">trait can make a bite attack as a bonus&nbsp;</span>action while within 10 feet of the flind.</p><hr /><p>&nbsp;</p><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">The flind makes three attacks: one with each of its different flail attacks or three with its longbow.<br /></span></p><p><span class=\"fontstyle5\"><strong>Flail of Madness.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+9 to hit, reach 5 </span><span class=\"fontstyle0\">ft.,&nbsp;</span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">10 (1d10 + 5) </span><span class=\"fontstyle0\">bludgeoning </span><span class=\"fontstyle0\">damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Flail of Pain.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+9 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">10 (1d10&nbsp;</span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">5) </span><span class=\"fontstyle0\">bludgeoning </span><span class=\"fontstyle0\">damage plus 22 (4d10) psychic </span><span class=\"fontstyle0\">damage</span><span class=\"fontstyle0\">.</span></p><p><span class=\"fontstyle5\"><strong>Flail of Paralysis. </strong></span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+9 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">10 (1d10&nbsp;+ 5) </span><span class=\"fontstyle0\">bludgeoning damage, </span><span class=\"fontstyle0\">and the target must succeed </span><span class=\"fontstyle0\">on a </span><span class=\"fontstyle0\">DC 16 </span><span class=\"fontstyle0\">Constitution </span><span class=\"fontstyle0\">saving throw or be </span><span class=\"fontstyle0\">paralyzed </span><span class=\"fontstyle0\">until the end of its next turn.<br /></span></p><p><span class=\"fontstyle5\"><strong>Longbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle5\">+4 </span><span class=\"fontstyle0\">to hit, range 150/600 ft.,&nbsp;</span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">4 (1d8) piercing </span><span class=\"fontstyle0\">damage.</span></p><hr /><p><span class=\"fontstyle0\">A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself. A war band can have only one flind, and that creature sets a war band's path. </span><span class=\"fontstyle0\">Because </span><span class=\"fontstyle0\">of its special connection to Yeenoghu, a flind uses god</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">given omens and </span><span class=\"fontstyle0\">demonic&nbsp;</span><span class=\"fontstyle0\">insight to guide the gnolls toward weak prey ripe for&nbsp;</span><span class=\"fontstyle0\">slaughter.</span></p><p><span class=\"fontstyle0\">Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its&nbsp;</span><span class=\"fontstyle0\">flail </span><span class=\"fontstyle0\">causes wracking pain, paralysis, and </span><span class=\"fontstyle0\">disorientation&nbsp;</span><span class=\"fontstyle0\">in those struck by it</span> </p>",
            "hit_dice": "15d8 + 60",
            "id": 10637,
            "initiative": "+0",
            "name": "Flind",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d6 + 2 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Plains, Hills",
            "family": "Humanoid (Gnoll)",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">GNOLL FLESH GNAWER</span></h1><p><span class=\"fontstyle0\">Medium humanoid (gnoll), chaotic evil</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">14 </span><span class=\"fontstyle3\">(studded </span><span class=\"fontstyle3\">leather)<br /></span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle2\"><strong>Points</strong> </span><span class=\"fontstyle3\">22 </span><span class=\"fontstyle3\">(4d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">4)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 </span><span class=\"fontstyle3\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12&nbsp;(+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Saving Throws</strong> </span><span class=\"fontstyle3\">Dex +4<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision </span><span class=\"fontstyle3\">6</span><span class=\"fontstyle3\">0 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">10<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Gnoll<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">1 (200 XP)<br /></span></p><hr /><p><span class=\"fontstyle6\"><strong>Rampage.</strong> </span><span class=\"fontstyle3\">When the gnoll reduces a creature to 0&nbsp;</span><span class=\"fontstyle3\">hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle0\"><strong>Multiattack.</strong> </span><span class=\"fontstyle3\">The gnoll makes three attacks: one with its bite and two with its shortsword</span><span class=\"fontstyle3\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+4 </span><span class=\"fontstyle3\">to hit, reach </span><span class=\"fontstyle3\">5 </span><span class=\"fontstyle3\">ft., one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">4 (ld4 + 2) piercing damage.</span></p><p><span class=\"fontstyle6\"><strong>Shortsword.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 to hit, reach 5 ft., one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">5 (ld6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">2) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Sudden Rush. </span></strong><span class=\"fontstyle3\">Until the end of the turn, the gnoll's speed in</span><span class=\"fontstyle3\">creases </span><span class=\"fontstyle3\">by </span><span class=\"fontstyle3\">60 </span><span class=\"fontstyle3\">feet and it doesn't provoke </span><span class=\"fontstyle3\">opportunity&nbsp;</span><span class=\"fontstyle3\">attacks.</span></p><hr /><p><span class=\"fontstyle0\">If </span><span class=\"fontstyle0\">any </span><span class=\"fontstyle0\">group </span><span class=\"fontstyle0\">of gnolls </span><span class=\"fontstyle0\">could </span><span class=\"fontstyle2\">be </span><span class=\"fontstyle0\">said to be more feral than the others, that </span><span class=\"fontstyle0\">distinction </span><span class=\"fontstyle0\">would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of </span><span class=\"fontstyle0\">dashing&nbsp;</span><span class=\"fontstyle0\">across the field, slashing and snarling as they run down stragglers and finish off </span><span class=\"fontstyle0\">wounded </span><span class=\"fontstyle0\">foes.</span> </p>",
            "hit_dice": "4d8 + 4",
            "id": 10638,
            "initiative": "+2",
            "name": "Gnoll Flesh Gnawer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d8 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Plains, Hills",
            "family": "Humanoid (Gnoll)",
            "full_text": "<h1><span class=\"fontstyle0\">GNOLL HUNTER<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (gnoll), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">13 </span><span class=\"fontstyle4\">(leather </span><span class=\"fontstyle4\">armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">22 </span><span class=\"fontstyle3\">(4d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle3\">4)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3, Stealth </span><span class=\"fontstyle4\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Gnoll<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/2 (100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Rampage.</strong> </span><span class=\"fontstyle4\">When the gnoll reduces a creature to 0</span><span class=\"fontstyle5\">&nbsp;</span><span class=\"fontstyle4\">hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.</span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle5\">4 </span><span class=\"fontstyle4\">(1d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing </span><span class=\"fontstyle4\">damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spear.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle4\">(1d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing damage, or 6 (ld8 + 2) piercing </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">when used with two hands to make a melee attack.<br /></span></p><p><span class=\"fontstyle6\"><strong>Longbow.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, range 150/600 ft., one </span><span class=\"fontstyle0\">target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (1d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing </span><span class=\"fontstyle4\">damage, </span><span class=\"fontstyle4\">and the target's s.peed is reduced </span><span class=\"fontstyle5\">by </span><span class=\"fontstyle4\">10 feet until the end of its next turn.</span>&nbsp;&nbsp;</p><hr /><p><span class=\"fontstyle0\">Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the </span><span class=\"fontstyle0\">battlefield </span><span class=\"fontstyle0\">in a number of ways. In the </span><span class=\"fontstyle0\">vanguard </span><span class=\"fontstyle0\">of a war band, hunters creep around, </span><span class=\"fontstyle0\">picking </span><span class=\"fontstyle0\">off isolated </span><span class=\"fontstyle0\">opposition </span><span class=\"fontstyle0\">while clearing the way for the rest of the force to run roughshod over the enemy's territory. Hunters are </span><span class=\"fontstyle0\">particularly </span><span class=\"fontstyle0\">skilled with the l</span><span class=\"fontstyle0\">ongbow,&nbsp;</span><span class=\"fontstyle0\">and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter </span><span class=\"fontstyle0\">on </span><span class=\"fontstyle0\">the prowl finds prey and isn't concerned about </span><span class=\"fontstyle0\">remaining&nbsp;</span><span class=\"fontstyle0\">stealthy, it sounds a horn crafted from bone that produces a </span><span class=\"fontstyle0\">keening </span><span class=\"fontstyle0\">wail similar to a </span><span class=\"fontstyle0\">banshee's </span><span class=\"fontstyle0\">yell.</span> </p>",
            "hit_dice": "4d8 + 8",
            "id": 10639,
            "initiative": "+2",
            "name": "Gnoll Hunter",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d4 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Plains, Hills",
            "family": "Undead",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">GNOLL WITHERLING</span></h1><p><span class=\"fontstyle0\">Medium undead, chaotic evil</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">12 (natural </span><span class=\"fontstyle3\">armor)<br /></span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> </span><span class=\"fontstyle3\">11 </span><span class=\"fontstyle3\">(2d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">2)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle2\">poison<br /></span></p><p><span class=\"fontstyle2\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle3\">exhaustion, </span><span class=\"fontstyle2\">poisoned<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision </span><span class=\"fontstyle3\">60 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">passive </span><span class=\"fontstyle3\">Perception 7<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle3\">understands Gnoll but can't </span><span class=\"fontstyle2\">speak<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle2\">1/4 </span><span class=\"fontstyle5\">(50&nbsp;</span><span class=\"fontstyle2\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Rampage.</strong> </span><span class=\"fontstyle3\">When the witherling reduces a creature to 0 hit&nbsp;</span>points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.</p><hr /><p>&nbsp;</p><p><strong><span class=\"fontstyle2\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle3\">The witherling makes two attacks: one with its bite and one with its club, or two with its club.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 to hit, reach 5 ft</span><span class=\"fontstyle3\">.</span><span class=\"fontstyle3\">, one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle3\">4 (ld4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">2) piercing damage.<br /></span></p><p><span class=\"fontstyle0\"><strong>Club.</strong> Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle3\">4 (ld4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">2) bludgeoning damage.</span></p><hr /><p><strong><span class=\"fontstyle4\">REACTIONS</span></strong></p><p><span class=\"fontstyle6\"><strong>Vengeful Strike.</strong> </span><span class=\"fontstyle3\">In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme<br />starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more&nbsp;sophisticated than a simple club.&nbsp;</span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\"><strong>Undead Nature.</strong> </span><span class=\"fontstyle0\">A gnoll witherling doesn't require air, food, drink, or sleep.</span><br /> </span></p>",
            "hit_dice": "2d8 + 2",
            "id": 10640,
            "initiative": "-1",
            "name": "Gnoll Witherling",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+4, 1d4 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Swamp, Forest",
            "family": "Humanoid (Grung)",
            "full_text": "<h1><span class=\"fontstyle0\">GRUNG<br /></span></h1><p><span class=\"fontstyle1\">Small humanoid (grung), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 12</span><span class=\"fontstyle0\"><br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">11 (2d6 + 4)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">25 ft., climb 25 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Saving </span></strong><span class=\"fontstyle0\"><strong>Throws</strong> </span><span class=\"fontstyle0\">Dex +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Athletics +2, Perception +2, Stealth +4, Survival </span><span class=\"fontstyle0\">+2<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle0\"><strong>Immunities</strong> </span><span class=\"fontstyle0\">poison<br /></span></p><p><span class=\"fontstyle0\"><strong>Condition Immunities</strong> poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">passive Perception 12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Grung<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">1/4 (50 </span><span class=\"fontstyle4\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle0\">The grung can breathe air and water.&nbsp;</span></p><p><strong><span class=\"fontstyle6\">Poisonous Skin. </span></strong><span class=\"fontstyle0\">Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1&nbsp;minute. </span><span class=\"fontstyle4\">A </span><span class=\"fontstyle0\">poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span></p><p><span class=\"fontstyle6\"><strong>Standing Leap.</strong> </span><span class=\"fontstyle0\">The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</span></p><hr /><p>&nbsp;</p><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle0\">+4 to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">4 (1d4 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</span></p><hr /><p><span class=\"fontstyle0\">Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial<br />and see themselves as superior to most other creatures.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Tree-Dwelling Amphibians.</strong> </span><span class=\"fontstyle0\">Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult.<br />It takes another six to nine months for a grung juvenile to reach maturity.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Castes and Colors.</strong> </span><span class=\"fontstyle0\">Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.</span></p><p><span class=\"fontstyle0\">Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the </span><span class=\"fontstyle3\">grung </span><span class=\"fontstyle0\">stat block to represent members of the green, blue, and purple castes.)</span></p><p><span class=\"fontstyle0\">A grung normally remains in its caste for </span><span class=\"fontstyle0\">life. </span><span class=\"fontstyle0\">On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the</span> <span class=\"fontstyle0\">caste would be. From then on, the grung and its progeny are members of the higher caste.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Naturally Toxic.</strong> </span><span class=\"fontstyle0\">All grungs secrete a substance that is harmless to them but poisonous to other creatures. A<br />grung also uses venom to poison its weapons.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Slavers.</strong> </span><span class=\"fontstyle0\">Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.</span></p><p><span class=\"fontstyle2\"><strong>Water Dependency.</strong> </span><span class=\"fontstyle0\">A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.</span></p><hr /><p><span class=\"fontstyle0\"><span class=\"fontstyle0\"><strong>VARIANT: GRUNG POISON</strong><br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\">Grung poison loses its potency 1 minute after being removed from a grung. </span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">similar breakdown occurs if the grung </span><span class=\"fontstyle0\">dies.&nbsp;</span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle4\"><strong>Green.</strong> </span><span class=\"fontstyle2\">The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.</span><br /> </span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>Blue.</strong> </span><span class=\"fontstyle2\">The </span><span class=\"fontstyle3\">poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.<br /></span></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Purple.</strong> </span><span class=\"fontstyle3\">The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.</span><br /> </span></span></p>",
            "hit_dice": "2d6 + 4",
            "id": 10641,
            "initiative": "+2",
            "name": "Grung",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 1d6 + 3 Piercing, DC 12 Constitution saving throw or + 2d4 Poison",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Swamp, Forest",
            "family": "Humanoid (Grung)",
            "full_text": "<h1><span class=\"fontstyle0\">GRUNG </span><span class=\"fontstyle2\">ELITE </span><span class=\"fontstyle0\">WARRIOR<br /></span></h1><p><span class=\"fontstyle3\">Small humanoid (grung), lawful evil</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle2\">13</span></p><p><strong><span class=\"fontstyle2\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle2\">49 </span><span class=\"fontstyle2\">(9d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle2\">18)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle2\">25 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">climb </span><span class=\"fontstyle2\">25 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Saving Throws</strong> </span><span class=\"fontstyle2\">Dex </span><span class=\"fontstyle2\">+5<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle2\">Athletics </span><span class=\"fontstyle2\">+2, </span><span class=\"fontstyle2\">Perception </span><span class=\"fontstyle2\">+2, </span><span class=\"fontstyle2\">Stealth </span><span class=\"fontstyle2\">+5, Survival +2<br /></span></p><p><strong><span class=\"fontstyle4\">Damage </span></strong><span class=\"fontstyle2\"><strong>Immunities</strong> </span><span class=\"fontstyle2\">poison<br /></span></p><p><strong><span class=\"fontstyle4\">Condition </span></strong><span class=\"fontstyle2\"><strong>Immunities</strong> poisoned<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle2\">passive </span><span class=\"fontstyle2\">Perception </span><span class=\"fontstyle2\">12<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle2\">Grung<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle2\">2 </span><span class=\"fontstyle4\">(450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle2\">The grung can breathe air and water.<br /></span></p><p><span class=\"fontstyle6\"><strong>Poisonous Skin.</strong> </span><span class=\"fontstyle2\">Any creature that </span><span class=\"fontstyle2\">grapples </span><span class=\"fontstyle2\">the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A </span><span class=\"fontstyle2\">poisoned </span><span class=\"fontstyle2\">creature no longer in direct contact with the grung can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success.&nbsp;</span></p><p><strong><span class=\"fontstyle6\">Standing </span></strong><span class=\"fontstyle6\"><strong>Leap.</strong> </span><span class=\"fontstyle2\">The grung's long jump is up to 25 feet and its&nbsp;high jump is up to 15 feet, with or without a running start.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle3\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle2\">+5 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle2\">5 (1d4 + 3) piercing </span><span class=\"fontstyle2\">damage,&nbsp;</span><span class=\"fontstyle2\">and the target must succeed on a </span><span class=\"fontstyle2\">DC </span><span class=\"fontstyle2\">12 </span><span class=\"fontstyle2\">Constitution </span><span class=\"fontstyle2\">saving throw or take 5 (2d4) poison damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shortbow.</strong> </span><span class=\"fontstyle3\">Ranged Weapon Attack: </span><span class=\"fontstyle2\">+5 to hit, range 80/320 ft., one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle2\">6 (1d6 + 3) piercing </span><span class=\"fontstyle2\">damage, </span><span class=\"fontstyle2\">and the target must succeed on a DC 12 </span><span class=\"fontstyle2\">Constitution </span><span class=\"fontstyle2\">saving throw or take 5 (2d4) poison damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Mesmerizing Chirr (Recharge 6).</strong> </span><span class=\"fontstyle2\">The grung makes </span><span class=\"fontstyle2\">a chirring&nbsp;</span><span class=\"fontstyle2\">noise to which grungs </span><span class=\"fontstyle2\">are </span><span class=\"fontstyle2\">immune. Each humanoid or beast that is within 15 feet ofthe grung and able to hear it must suc</span><span class=\"fontstyle4\">ceed </span><span class=\"fontstyle2\">on a </span><span class=\"fontstyle2\">DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.</span></p><hr /><p><span class=\"fontstyle0\">Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the </span><span class=\"fontstyle2\">grung </span><span class=\"fontstyle0\">elite </span><span class=\"fontstyle2\">warrior </span><span class=\"fontstyle0\">stat block to represent members of the orange and gold castes.)</span> </p><hr /><p><span class=\"fontstyle0\"><strong>VARIANT: GRUNG POISON</strong><br /></span><span class=\"fontstyle2\">Grung poison loses its potency 1 minute after being removed from a grung. </span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">similar breakdown occurs ifthe<br />grung </span><span class=\"fontstyle0\">dies.&nbsp;</span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.<br /></span></p><p><span class=\"fontstyle4\"><strong>Orange.</strong> </span><span class=\"fontstyle2\">The poisoned creature is frightened of its allies.</span></p><p><span class=\"fontstyle4\"><strong>Gold.</strong> </span><span class=\"fontstyle2\">The poisoned creature is charmed and can&nbsp;</span><span class=\"fontstyle2\">speak Grung.</span></p><p>&nbsp;</p>",
            "hit_dice": "9d6 + 18",
            "id": 10642,
            "initiative": "+3",
            "name": "Grung Elite Warrior",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 1d6 + 3 Piercing, DC 12 Constitution saving throw or + 2d4 Poison",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Swamp, Forest",
            "family": "Humanoid (Grung)",
            "full_text": "<p><span class=\"fontstyle0\"><strong>GRUNG WILDLING</strong><br /></span></p><p><span class=\"fontstyle2\">Small humanoid (grung), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">13 </span><span class=\"fontstyle4\">(16 </span><span class=\"fontstyle4\">with </span><span class=\"fontstyle2\">barkskin)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">27 </span><span class=\"fontstyle4\">(5d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">10)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">25 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">climb </span><span class=\"fontstyle4\">25 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Dex +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +2, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+4, Stealth +5, Survival +4<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Grung<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1 </span><span class=\"fontstyle4\">(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle4\">The grung can breathe air and </span><span class=\"fontstyle3\">water.<br /></span></p><p><span class=\"fontstyle6\"><strong>Poisonous Skin.</strong> </span><span class=\"fontstyle4\">Any creature that </span><span class=\"fontstyle4\">grapples </span><span class=\"fontstyle4\">the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 </span><span class=\"fontstyle4\">Constitution </span><span class=\"fontstyle4\">saving throw or become poisoned for 1&nbsp;minute. A </span><span class=\"fontstyle4\">poisoned </span><span class=\"fontstyle4\">creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The grung is a 9th-level spellcaster. Its </span><span class=\"fontstyle4\">spellcast</span><span class=\"fontstyle4\">ing ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the </span><span class=\"fontstyle4\">following </span><span class=\"fontstyle4\">ranger spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle2\">cure </span><span class=\"fontstyle2\">wounds.jump<br /></span><em><span class=\"fontstyle4\">2nd level (3 slots): </span></em><span class=\"fontstyle2\">barkskin, spike growth<br /></span><span class=\"fontstyle4\"><em>3rd level (2 slots):</em> </span><span class=\"fontstyle2\">plant growth<br /></span></p><p><span class=\"fontstyle6\"><strong>Standing Leap.</strong> </span><span class=\"fontstyle4\">The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) piercing </span><span class=\"fontstyle4\">damage,&nbsp;</span><span class=\"fontstyle4\">and the target must succeed on a DC 12 </span><span class=\"fontstyle4\">Constitution </span><span class=\"fontstyle4\">saving throw or take 5 (2d4) poison </span><span class=\"fontstyle4\">damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shortbow.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, range 80/320 ft.,&nbsp;</span><span class=\"fontstyle4\">one </span><span class=\"fontstyle4\">target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (1d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</span></p><hr /><p><span class=\"fontstyle0\">Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the </span><span class=\"fontstyle2\">grung wildling </span><span class=\"fontstyle0\">stat block to represent members of the red caste.)</span></p><hr /><p><strong> <span class=\"fontstyle0\">VARIANT: GRUNG POISON<br /></span></strong></p><p><span class=\"fontstyle2\">Grung poison loses its potency 1 minute after being removed from a grung. </span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">similar breakdown occurs if the grung </span><span class=\"fontstyle0\">dies.&nbsp;</span><span class=\"fontstyle3\">A </span><span class=\"fontstyle2\">creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.<br /></span><span class=\"fontstyle2\"><br /></span><span class=\"fontstyle4\"><strong>Red.</strong> </span><span class=\"fontstyle2\">The poisoned creature must use its action to eat </span><span class=\"fontstyle5\">if&nbsp;</span><span class=\"fontstyle2\">food is within reach</span> </p>",
            "hit_dice": "5d6 + 10",
            "id": 10643,
            "initiative": "+3",
            "name": "Grung Wildling",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 1d8 + 3 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Any",
            "family": "Dragon",
            "full_text": "<h1><span class=\"fontstyle0\">GUARD DRAKE<br /></span></h1><p><span class=\"fontstyle2\">Medium dragon, unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">52 </span><span class=\"fontstyle4\">(7d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">21)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.</span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+2</span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">understands </span><span class=\"fontstyle4\">Draconic but can't </span><span class=\"fontstyle3\">speak<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">2 </span><span class=\"fontstyle4\">(450 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The guard drake makes two attacks: one with its bite and one with its tail.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle7\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle5\">ft.</span><span class=\"fontstyle5\">, </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">7 (1d8 + 3) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Tail.</strong> </span><span class=\"fontstyle7\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle7\">Hit:&nbsp;</span><span class=\"fontstyle4\">6 (1d6 + 3) bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Gifts from Dragons.</strong> </span><span class=\"fontstyle0\">The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.&nbsp;</span></p><p><strong><span class=\"fontstyle3\">Eager </span><span class=\"fontstyle4\">to </span></strong><span class=\"fontstyle3\"><strong>Learn.</strong> </span><span class=\"fontstyle0\">A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. </span></p><p><span class=\"fontstyle0\">A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.</span></p><hr /><p><strong> <span class=\"fontstyle0\">VARIANT: CHROMATIC GUARD DRAKES<br /></span></strong></p><p><span class=\"fontstyle2\">Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type ofdragon, with unique abilities related to that type. Each has the specia features described below.<br /></span></p><p><span class=\"fontstyle3\"><strong>Black Guard Drake.</strong> </span><span class=\"fontstyle0\">A </span><span class=\"fontstyle2\">black guard drake is amphibious (it can breathe air or water) has a swimming speed of 30<br />feet, and has resistance to acid damage.</span></p><p><span class=\"fontstyle3\"><strong>Blue Guard Drake.</strong> </span><span class=\"fontstyle2\">A blue guard drake has a burrowing speed </span><span class=\"fontstyle4\">of </span><span class=\"fontstyle2\">20 </span><span class=\"fontstyle2\">feet </span><span class=\"fontstyle2\">and resistance to lightning damage.<br /></span></p><p><span class=\"fontstyle3\"><strong>Green Guard Drake.</strong> </span><span class=\"fontstyle2\">A green guard drake is amphibious&nbsp;</span><span class=\"fontstyle2\">(it </span><span class=\"fontstyle2\">can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.<br /></span></p><p><span class=\"fontstyle3\"><strong>Red Guard Drake.</strong> </span><span class=\"fontstyle2\">A red guard drake has climbing speed of 30 feet and resistance to fire damage.<br /></span></p><p><span class=\"fontstyle3\"><strong>White Guard Drake.</strong> </span><span class=\"fontstyle2\">A white guard drake has a burrowing speed of20 </span><span class=\"fontstyle2\">feet, </span><span class=\"fontstyle2\">a climbing speed of 30 feet, and resistance to cold damage.</span> </p>",
            "hit_dice": "7d8 + 21",
            "id": 10644,
            "initiative": "+0",
            "name": "Guard Drake",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Dragon"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+8, 3d6 + 5 Slashing",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Mountain, Hills",
            "family": "Hag",
            "full_text": "<h1><span class=\"fontstyle0\">ANNIS HAG<br /></span></h1><p><span class=\"fontstyle2\">Large fey, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">17 (natural armor)<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> 75 </span><span class=\"fontstyle4\">(10d10&nbsp;</span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">20)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Con </span><span class=\"fontstyle4\">+5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Deception </span><span class=\"fontstyle4\">+5, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold; </span><span class=\"fontstyle4\">bludgeoning, </span><span class=\"fontstyle4\">piercing, and </span><span class=\"fontstyle4\">slashing&nbsp;</span><span class=\"fontstyle4\">from </span><span class=\"fontstyle4\">nonmagical </span><span class=\"fontstyle4\">attacks<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> darkvision 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Giant, Sylvan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">6 </span><span class=\"fontstyle4\">(2,300 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:</span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>3/day each:</em> </span><span class=\"fontstyle2\">disguise self</span><span class=\"fontstyle4\">(including the form of a Medium humanoid), </span><span class=\"fontstyle2\">fog cloud</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The annis makes three attacks: one with her bite and two with her claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">15 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">15 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5) slashing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Crushing </span></strong><span class=\"fontstyle0\"><strong>Hug.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">36 (9d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">5) bludgeoning damage at the start of each ofthe hag's turns. The hag can't make attacks while grappling a creature in this way.</span>&nbsp;</p><hr /><p><span class=\"fontstyle0\">Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.<br /></span></p><p><span class=\"fontstyle2\"><strong>Tormenting the Weak.</strong> </span><span class=\"fontstyle0\">Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a<br />hag's lair often shows the signs of this industry. </span></p><p><span class=\"fontstyle0\">Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they<br />provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met&nbsp;</span><span class=\"fontstyle3\">with </span><span class=\"fontstyle0\">suspicion and anger, and parents warn their children to \"be good, or the annis will get you.\"&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Child Corrupter.</strong> </span><span class=\"fontstyle0\">When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, \"Granny\" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the \"bad seed\" and must face the awful decision of whether the child should be punished or exiled.<br /></span></p><p><span class=\"fontstyle2\"><strong>Tribe Mother.</strong> </span><span class=\"fontstyle0\">Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.<br /></span></p><p><span class=\"fontstyle2\"><strong>Covens.</strong> </span><span class=\"fontstyle0\">An annis hag that is part of a coven (see the \"Hag Covens\" sidebar in the </span><span class=\"fontstyle4\">Monster Manual) </span><span class=\"fontstyle0\">has a challenge rating of 8 (3,900 XP).</span></p><hr /><p><span class=\"fontstyle0\"><strong>IRON TOKEN</strong><br /></span></p><p><span class=\"fontstyle2\">An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this </span><em><span class=\"fontstyle3\">iron token </span></em><span class=\"fontstyle2\">can have a whispered conversation with the </span><span class=\"fontstyle0\">hag, </span><span class=\"fontstyle2\">provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the </span><span class=\"fontstyle4\">hag's voice, </span><span class=\"fontstyle2\">not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it.<br /></span></p><p><span class=\"fontstyle2\">A hag can have up to three <em>ir</em></span><em><span class=\"fontstyle3\">on tokens </span></em><span class=\"fontstyle2\">active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate </span><span class=\"fontstyle2\">any </span><span class=\"fontstyle2\">of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.</span> </p>",
            "hit_dice": "10d10 + 20",
            "id": 10645,
            "initiative": "+1",
            "name": "Annis Hag",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 2d8 +1 Bludgeoning + 1d6 Cold",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "Arctic, Mountain",
            "family": "Hag",
            "full_text": "<h1><span class=\"fontstyle0\">BHEURHAG<br /></span></h1><p><span class=\"fontstyle1\">Medium fey, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">17 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">91 (14d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">28)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13&nbsp;(+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Wis </span><span class=\"fontstyle3\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Nature </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+4, Stealth +6, Survival +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle0\">cold<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">60 </span><span class=\"fontstyle4\">ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Auran, Common, Giant<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle1\">7 </span><span class=\"fontstyle0\">(2,900 </span><span class=\"fontstyle4\">XP)</span></p><hr /><p><span class=\"fontstyle7\"><strong>Graystaff Magic.</strong> </span><span class=\"fontstyle0\">The hag carries a </span><span class=\"fontstyle1\"><em>graystaff</em>, </span><span class=\"fontstyle0\">a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a </span><span class=\"fontstyle1\"><em>broom of flying.</em> </span><span class=\"fontstyle0\">While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a </span><span class=\"fontstyle1\"><em>graystaff</em>.<br /></span></p><p><span class=\"fontstyle7\"><strong>Ice Walk.</strong> </span><span class=\"fontstyle0\">The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed </span><span class=\"fontstyle6\">of </span><span class=\"fontstyle0\">ice or snow doesn't cost her extra moment.&nbsp;</span></p><p><span class=\"fontstyle7\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle0\">The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><em>At will:</em> </span><span class=\"fontstyle1\">hold person,* ray offrost<br /></span><span class=\"fontstyle0\"><em>3/day each:</em> </span><span class=\"fontstyle1\">cone ofcold,* ice storm,* wall ofice*<br /></span><span class=\"fontstyle0\"><em>1/day each:</em> </span><span class=\"fontstyle1\">control weather</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle7\"><strong>Slam.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 </span><span class=\"fontstyle0\">to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">10 (2d8 + 1) bludgeoning damage plus 3 (1d6)<br />cold damage.<br /></span></p><p><span class=\"fontstyle7\"><strong>Maddening Feast.</strong> </span><span class=\"fontstyle0\">The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the G</span><span class=\"fontstyle4\">M </span><span class=\"fontstyle0\">controls the<br />creature's movement, which is erratic. A creature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">If a creature's saving throw is successful or the effect ends for it, the creature is immune to the&nbsp;</span><span class=\"fontstyle3\">hag's </span><span class=\"fontstyle0\">Maddening Feast for the next 24 hours.</span></p><hr /><p><span class=\"fontstyle0\">Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. </span></p><p><span class=\"fontstyle0\">A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she<br />is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and<br />surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Cold Hearts.</strong> </span><span class=\"fontstyle0\">Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other.</span></p><p><span class=\"fontstyle0\">A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when<br />no real food is to be found.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Awful to Behold.</strong> </span><span class=\"fontstyle0\">When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane.</span></p><p><span class=\"fontstyle2\"><strong>Covens.</strong> </span><span class=\"fontstyle0\">A bheur hag that is part of a coven (see the \"Hag Covens\" sidebar in the </span><span class=\"fontstyle3\">Monster Manual) </span><span class=\"fontstyle0\">has a challenge rating of 9 (5,000 </span><span class=\"fontstyle4\">XP).</span> </p>",
            "hit_dice": "14d8 + 28",
            "id": 10646,
            "initiative": "+3",
            "name": "Bheur Hag",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+3, 1d6 +1 Bludgeoning",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Humanoid (Hobgoblin)",
            "full_text": "<h1><span class=\"fontstyle0\">HOBGOBLIN DEVASTATOR<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (goblinoid), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 13</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">(studded </span><span class=\"fontstyle4\">leather)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">45 (7d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">14)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception 11</span><span class=\"fontstyle5\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, Goblin<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">4 </span><span class=\"fontstyle4\">(1,100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Arcane Advantage.</strong> </span><span class=\"fontstyle4\">Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack ifthat target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.<br /></span></p><p><strong><span class=\"fontstyle0\">Army </span></strong><span class=\"fontstyle6\"><strong>Arcana.</strong> </span><span class=\"fontstyle4\">When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips (at </span></em><span class=\"fontstyle3\"><em>will):</em> </span><span class=\"fontstyle2\">acid splash, fire bolt, ray of frost, shocking grasp<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):&nbsp;</em>fog </span><span class=\"fontstyle2\">cloud, magic missile, thunderwave<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle2\">gust of wind, Melf's acid arrow, scorching ray<br /></span><em><span class=\"fontstyle4\">3rd level (3 </span></em><span class=\"fontstyle2\"><em>slots):&nbsp;</em>fireball, fly, lightning bolt<br /></span><span class=\"fontstyle4\"><em>4th level (1 slot):</em> </span><span class=\"fontstyle2\">ice storm</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies<br />and a threat to every foe around it.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Into the Fray.</strong> </span><span class=\"fontstyle0\">While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior. Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Only Results Matter.</strong> </span><span class=\"fontstyle0\">Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn't need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them.</span></span></p>",
            "hit_dice": "7d8 + 14",
            "id": 10647,
            "initiative": "+1",
            "name": "Hobgoblin Devastator",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 1d4 + 3 Bludgeoning",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Any",
            "family": "Humanoid (Hobgoblin)",
            "full_text": "<h1><span class=\"fontstyle0\">HOBGOBLIN IRON SHADOW<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (goblinoid), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">32 (5d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">10)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Acrobatics </span><span class=\"fontstyle4\">+5, Athletics </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Goblin<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">2 (450 XP)</span></p><hr /><p><span class=\"fontstyle6\">Spellcasting. </span><span class=\"fontstyle4\">The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">minor illusion, prestidigitation, true strike<br /></span><span class=\"fontstyle4\"><em>1st level (3 slots):</em> </span><span class=\"fontstyle2\">charm person, disguise self, expeditious retreat, silent image</span></p><p><span class=\"fontstyle6\"><strong>Unarmored Defense.</strong> </span><span class=\"fontstyle4\">While the hobgoblin is wearing no armor&nbsp;</span><span class=\"fontstyle4\">and wielding no shield, its AC includes </span><span class=\"fontstyle4\">its </span><span class=\"fontstyle4\">Wisdom modifier.</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Unarmed Strike.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Dart.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack. </span><span class=\"fontstyle4\">+5 to hit, range 20/60 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shadow Jaunt.</strong> </span><span class=\"fontstyle4\">The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space </span><span class=\"fontstyle4\">it </span><span class=\"fontstyle4\">can see. Both the space it is leaving and its destination must be in dim light or darkness.</span></p><hr /><p><span class=\"fontstyle0\">The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal.<br /></span></p><p><strong><span class=\"fontstyle2\">Trained in </span></strong><span class=\"fontstyle3\"><strong>Secret.</strong> </span><span class=\"fontstyle0\">Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet's will. </span></p><p><span class=\"fontstyle0\">A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior.<br /></span></p><p><strong><span class=\"fontstyle2\">Masters </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Shadow and Fist.</strong> </span><span class=\"fontstyle0\">When a recruit's training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet's will.<br /></span></p><p><span class=\"fontstyle2\"><strong>Masked Devils.</strong> </span><span class=\"fontstyle0\">Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes. </span></p><p><span class=\"fontstyle0\">Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies.</span> </p>",
            "hit_dice": "5d8 + 10",
            "id": 10648,
            "initiative": "+3",
            "name": "Hobgoblin Iron Shadow",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "+9, 2d8 + 5 Piercing",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "Any",
            "family": "Angel",
            "full_text": "<h1><span class=\"fontstyle0\">KI-RIN<br /></span></h1><p><span class=\"fontstyle1\">Huge celestial, lawful good</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">20 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">152 (16dl2 + </span><span class=\"fontstyle3\">48)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">fly 120 </span><span class=\"fontstyle4\">ft. </span><span class=\"fontstyle4\">(hover)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21 (+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception +9, Insight +9, </span><span class=\"fontstyle4\">Religion </span><span class=\"fontstyle4\">+8<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight 30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">19<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">all, telepathy 120 </span><span class=\"fontstyle4\">ft.<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">12 (8,400 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, </span><span class=\"fontstyle4\">requiring </span><span class=\"fontstyle4\">no material components: </span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">gaseous form, major image </span><span class=\"fontstyle4\">(6th-level version), </span><span class=\"fontstyle1\">wind walk<br /></span><span class=\"fontstyle4\"><em>1/day:</em> </span><span class=\"fontstyle1\">create food and water<br /></span></p><p><strong><span class=\"fontstyle5\">Legendary Resistance </span></strong><span class=\"fontstyle5\"><strong>(3/Day).</strong> </span><span class=\"fontstyle4\">If the </span><span class=\"fontstyle3\">ki-rin </span><span class=\"fontstyle4\">fails a saving throw, it can choose to succeed instead.<br /></span></p><p><strong><span class=\"fontstyle5\">Magic </span></strong><span class=\"fontstyle1\"><strong>Resistance.</strong> </span><span class=\"fontstyle4\">The ki-rin has advantage on saving throws against spells and other magical effects.<br /></span></p><p><strong><span class=\"fontstyle5\">Magic </span></strong><span class=\"fontstyle1\"><strong>Weapons.</strong> </span><span class=\"fontstyle4\">The ki-rin's weapon attacks are mag</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">cal.&nbsp;</span></p><p><span class=\"fontstyle1\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips </span><span class=\"fontstyle0\">(at </span></em><span class=\"fontstyle3\"><em>will):</em> </span><span class=\"fontstyle1\">light, mendi</span><span class=\"fontstyle1\">n</span><span class=\"fontstyle1\">g, sacred fl</span><span class=\"fontstyle1\">a</span><span class=\"fontstyle1\">me, spare the dying, t</span><span class=\"fontstyle1\">ha</span><span class=\"fontstyle1\">umaturgy<br /></span><em><span class=\"fontstyle4\">1st level </span><span class=\"fontstyle0\">(4 </span></em><span class=\"fontstyle4\"><em>slots):</em> </span><span class=\"fontstyle1\">command, cure wounds, detect evil and good, protection from evil and good, sa</span><span class=\"fontstyle1\">n</span><span class=\"fontstyle1\">ctuary<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">calm emotions, lesser </span><span class=\"fontstyle1\">restoration, </span><span class=\"fontstyle1\">silence<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">dispel magic, remove curse, sending<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">banishment, freedom of movement, guardian of faith<br /></span><span class=\"fontstyle4\"><em>5th level (3 slots):</em> </span><span class=\"fontstyle1\">greater restoration, mass cure wounds, scrying<br /></span><em><span class=\"fontstyle4\">6th level </span><span class=\"fontstyle6\">(1 </span></em><span class=\"fontstyle4\"><em>slot):</em> </span><span class=\"fontstyle1\">heroes' feast, true seeing<br /></span><span class=\"fontstyle4\"><em>7th level (1 slot):</em> </span><span class=\"fontstyle1\">etherealness, plane shift<br /></span><span class=\"fontstyle4\"><em>8th level (1 slot):</em> </span><span class=\"fontstyle1\">control weather<br /></span><span class=\"fontstyle4\"><em>9th level (1 slot):</em> </span><span class=\"fontstyle1\">true resurrecti</span><span class=\"fontstyle1\">o</span><span class=\"fontstyle1\">n</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The ki-rin makes three attacks: two with its hooves and one with its horn.<br /></span></p><p><span class=\"fontstyle5\"><strong>Hoof.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach 15 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">10 (2d4 + </span><span class=\"fontstyle0\">5) </span><span class=\"fontstyle4\">bludgeoning </span><span class=\"fontstyle4\">damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Horn.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach 5ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">14 (2d8 + 5) piercing damage.</span></p><hr /><p><strong><span class=\"fontstyle3\">LEGENDARY </span><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle4\">The ki-rin can take 3 </span><span class=\"fontstyle4\">legendary </span><span class=\"fontstyle4\">actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent </span><span class=\"fontstyle4\">legendary </span><span class=\"fontstyle4\">actions at the start of its turn.<br /></span></p><p><span class=\"fontstyle3\"><strong>Detect.</strong> </span><span class=\"fontstyle4\">The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.<br /></span></p><p><span class=\"fontstyle3\"><strong>Smite.</strong> </span><span class=\"fontstyle4\">The ki-rin makes a hoof attack or casts </span><span class=\"fontstyle1\">sacred flame.<br /></span></p><p><span class=\"fontstyle3\"><strong>Move.</strong> </span><span class=\"fontstyle4\">The ki-rin moves up to its half speed without </span><span class=\"fontstyle4\">provoking&nbsp;</span><span class=\"fontstyle4\">opportunity attacks.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a </span><span class=\"fontstyle0\">harbinger </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">destiny, </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">guardian </span><span class=\"fontstyle0\">of the sacred, and a counterbalance to the forces of evil.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Good Personified.</strong> </span><span class=\"fontstyle0\">Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an </span><span class=\"fontstyle0\">observer. </span><span class=\"fontstyle0\">A typical ki-rin looks like </span><span class=\"fontstyle0\">a muscular </span><span class=\"fontstyle0\">stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven </span><span class=\"fontstyle0\">hooves, </span><span class=\"fontstyle0\">and a spiral-shaped coppery horn </span><span class=\"fontstyle0\">just </span><span class=\"fontstyle0\">above and </span><span class=\"fontstyle0\">between </span><span class=\"fontstyle0\">its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Beyond </span><span class=\"fontstyle0\">their </span><span class=\"fontstyle0\">coloration, </span><span class=\"fontstyle0\">ki-rins vary in appearance, based on the deity each one reveres and the function it </span><span class=\"fontstyle0\">typically performs </span><span class=\"fontstyle0\">in service to that god. Some are horse-shaped, looking like </span><span class=\"fontstyle0\">gigantic unicorns, </span><span class=\"fontstyle0\">and are often used as guardians. Others have </span><span class=\"fontstyle0\">draconic </span><span class=\"fontstyle0\">features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce </span><span class=\"fontstyle0\">demeanor </span><span class=\"fontstyle0\">might have two horns or a set of antlers like those of a great stag.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Bringers of Boons.</strong> </span><span class=\"fontstyle0\">Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-</span>rin fly overhead is a </span><span class=\"fontstyle4\">blessing, </span><span class=\"fontstyle4\">and events that </span><span class=\"fontstyle4\">happen </span><span class=\"fontstyle4\">on such a day are especially auspicious. If a </span><span class=\"fontstyle0\">ki-rin </span><span class=\"fontstyle4\">alights during a ceremony, such as a birth announcement or a coronation, everyone present </span><span class=\"fontstyle4\">understands </span><span class=\"fontstyle4\">that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back<br />into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the<br />side of good, or to rescue heroes from certain death.<br /></span></p><p><span class=\"fontstyle4\">A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin </span><span class=\"fontstyle4\">disciple </span><span class=\"fontstyle4\">in the world usually serves its deity as a scout, a </span><span class=\"fontstyle4\">messenger, </span><span class=\"fontstyle4\">or a spy.<br /></span></p><p><span class=\"fontstyle4\">Ki-rins are attracted to the </span><span class=\"fontstyle4\">worship </span><span class=\"fontstyle4\">of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerun, ki-rins rally mostly to Torm, although ki-rins also serve<br />his allies Tyr and Ilmater.<br /></span></p><p><strong><span class=\"fontstyle3\">Objects </span></strong><span class=\"fontstyle5\"><strong>of Adoration.</strong> </span><span class=\"fontstyle4\">Because </span><span class=\"fontstyle4\">a ki-rin is renowned for its wisdom, other creatures would naturally seek it<br />out with </span><span class=\"fontstyle4\">questions </span><span class=\"fontstyle4\">and </span><span class=\"fontstyle4\">requests </span><span class=\"fontstyle4\">if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to&nbsp; <span class=\"fontstyle0\">complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Many who seek a ki-rin's guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master's cause, out to defeat villainy wherever it is found.</span></span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">On the celestial pl'anes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material-including manufactured objects such as cloth, pillows, rope, blankets, and clothing</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">to fill a cube 20<br />feet on a side. The second version permanently creates&nbsp;</span><span class=\"fontstyle0\">enough objects made of wood, or similarly hard plant based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal<br />to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle3\">REGIONAL </span><span class=\"fontstyle0\">EFFECTS<br /></span></strong></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><span class=\"fontstyle0\">&bull; Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer<br />than 3 minutes.<br />&bull; Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an<br />idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures<br />can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from<br />the domain of a ki-rin.<br />&bull; Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are<br />within 3 miles of the lair.<br />&bull; A ki-rin can cast </span><span class=\"fontstyle4\">control weather </span><span class=\"fontstyle0\">while it is within 3 miles of its lair. The spell's point of origin is always<br />the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky<br />or to concentrate for the change in weather to persist.<br />&bull; Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies.<br />Such creatures descend at a rate of 60 feet per round and take no falling damage.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.</span> <br /> <br /> </span></p>",
            "hit_dice": "16d12 + 48",
            "id": 10649,
            "initiative": "+3",
            "name": "Ki-Rin",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Celestial"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+3, 1d8 + 1",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Underground, Urban",
            "family": "Humanoid (Kobold)",
            "full_text": "<h1><span class=\"fontstyle0\">KOBOLD DRAGONSHIELD<br /></span></h1><p><span class=\"fontstyle2\">Small humanoid (kobold), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (leather, shield)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">44 (8d6 + 16)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+1<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">see Dragon's </span><span class=\"fontstyle4\">Resistance </span><span class=\"fontstyle4\">below<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, Draconic<br /></span><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Dragon's Resistance.</strong> </span><span class=\"fontstyle4\">The kobold has resistance to a type of&nbsp;</span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); </span><span class=\"fontstyle0\">5-6, </span><span class=\"fontstyle4\">fire (red); </span><span class=\"fontstyle0\">7-8, </span><span class=\"fontstyle4\">lightning </span><span class=\"fontstyle4\">(blue); 9-10, poison (green)</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Heart of the Dragon.</strong> </span><span class=\"fontstyle4\">If the kobold is </span><span class=\"fontstyle4\">frightened </span><span class=\"fontstyle4\">or </span><span class=\"fontstyle4\">paralyzed&nbsp;</span><span class=\"fontstyle4\">by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.<br /></span></p><p><strong><span class=\"fontstyle6\">Pack </span></strong><span class=\"fontstyle2\"><strong>Tactics.</strong> </span><span class=\"fontstyle4\">The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5&nbsp;feet of the creature and the ally isn't incapacitated.<br /></span></p><p><span class=\"fontstyle6\"><strong>Sunlight Sensitivity.</strong> </span><span class=\"fontstyle4\">While in </span><span class=\"fontstyle4\">sunlight, </span><span class=\"fontstyle4\">the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The kobold makes two melee attacks.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Spear.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5ft. or range 20/60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">if used with two hands to make </span><span class=\"fontstyle4\">a&nbsp;</span><span class=\"fontstyle4\">melee attack.</span></p><hr /><p><span class=\"fontstyle0\">A kobold </span><span class=\"fontstyle0\">dragonshield </span><span class=\"fontstyle0\">is a champion of its race. Almost all </span><span class=\"fontstyle0\">dragonshields </span><span class=\"fontstyle0\">begin life as normal </span><span class=\"fontstyle0\">kobolds, </span><span class=\"fontstyle0\">then are<br />chosen by a dragon and invested with great powers for the purpose of protecting the </span><span class=\"fontstyle0\">dragon's </span><span class=\"fontstyle0\">eggs, but once<br />every few years </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-tohand combat, it bears many scars from </span><span class=\"fontstyle0\">desperate </span><span class=\"fontstyle0\">fights and carries a shield made out of cast-off </span><span class=\"fontstyle0\">dragon </span><span class=\"fontstyle0\">scales.<br /></span></p><p><span class=\"fontstyle2\"><strong>Uncommon Courage.</strong> </span><span class=\"fontstyle0\">A </span><span class=\"fontstyle0\">dragonshield </span><span class=\"fontstyle0\">knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel </span><span class=\"fontstyle0\">unworthy </span><span class=\"fontstyle0\">of their status and thus </span><span class=\"fontstyle0\">desperate </span><span class=\"fontstyle0\">to prove themselves </span><span class=\"fontstyle0\">deserving </span><span class=\"fontstyle0\">of it. A&nbsp;</span><span class=\"fontstyle0\">dragonshield's </span><span class=\"fontstyle0\">natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren.</span> </p>",
            "hit_dice": "8d6 + 16",
            "id": 10650,
            "initiative": "+2",
            "name": "Kobold Dragonshield",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+4, 1d4 + 2 Bludgeoning",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Urban, Underground",
            "family": "Humanoid (Kobold)",
            "full_text": "<h1><span class=\"fontstyle0\">KOBOLD INVENTOR<br /></span></h1><p><span class=\"fontstyle2\">Small humanoid (kobold), lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">13 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+0<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Draconic<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/4 (50 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Pack Tactics.</strong> </span><span class=\"fontstyle4\">The kobold has advantage on an attack roll against a creature </span><span class=\"fontstyle4\">if </span><span class=\"fontstyle4\">at least one ofthe kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.<br /></span></p><p><span class=\"fontstyle6\"><strong>Sunlight Sensitivity.</strong> </span><span class=\"fontstyle4\">While in sunlight, the kobold has disadvantage on attack </span><span class=\"fontstyle4\">rolls, </span><span class=\"fontstyle4\">as well as on Wisdom (Perception) checks that rely on sight.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle0\">+4 </span><span class=\"fontstyle4\">to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d4 + 2) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Sling.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, range 30/120 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) bludgeoning damage.</span></p><p><span class=\"fontstyle6\"><strong>Weapon Invention.</strong> </span><span class=\"fontstyle4\">The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\">1. Acid. </span><span class=\"fontstyle4\">The kobold hurls a flask of acid. </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to </span><span class=\"fontstyle4\">hit, </span><span class=\"fontstyle4\">range 5/20 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">7 (2d6) acid damage.<br />2. </span><span class=\"fontstyle2\">Alchemist's Fire. </span><span class=\"fontstyle4\">The kobold throws a flask ofalchemist's fire. </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, range 5/20 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">2 (1d4) fire damage at the start ofeach of the target's turns. Acreature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.<br /></span><span class=\"fontstyle2\">3. Basket of Centipedes. </span><span class=\"fontstyle4\">The kobold throws a small basket into a 5-foot-square space within 20 feet of it. </span><span class=\"fontstyle3\">A swarm of insects&nbsp;</span><span class=\"fontstyle4\">(centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each ofthe swarm's turns, there's a 50 percent chance that the swarm disperses.<br /></span><span class=\"fontstyle2\">4. Green Slime Pot. </span><span class=\"fontstyle4\">The kobold throws a clay pot full of green slime at the target, and </span><span class=\"fontstyle4\">it </span><span class=\"fontstyle4\">breaks open on impact. </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, range 5/20 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">The target is covered in a patch of green slime (see chapter 5 of the&nbsp;</span><span class=\"fontstyle2\">Dungeon Master's Guide). Miss: </span><span class=\"fontstyle4\">A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet ofthe target. </span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><span class=\"fontstyle0\">5. Rot Grub Pot. </span><span class=\"fontstyle2\">The kobold throws a clay pot into a 5-footsquare space within 20 feet of it, and it breaks open on impact.&nbsp;</span><span class=\"fontstyle3\">A </span><span class=\"fontstyle4\">swarm ofrot grubs </span><span class=\"fontstyle3\">(see appendix A) emerges from the shat</span><span class=\"fontstyle2\">tered pot and remains a hazard in that square.<br />6. </span><span class=\"fontstyle0\">Scorpion on a Stick. </span><span class=\"fontstyle2\">The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle2\">+4 to hit, reach 5 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle2\">1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.<br />7. </span><span class=\"fontstyle0\">Skunk in a Cage. </span><span class=\"fontstyle2\">The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.<br /></span><span class=\"fontstyle0\">8. Wasp Nest in a Bag. </span><span class=\"fontstyle2\">The kobold throws a small bag into a 5-foot-square space within 20 feet of it. </span><span class=\"fontstyle4\">A swarm of insects (wasps) </span><span class=\"fontstyle2\">with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.</span> <br /> </span></p><hr /><p><span class=\"fontstyle0\">A kobold </span><span class=\"fontstyle0\">inventor, </span><span class=\"fontstyle0\">crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as </span><span class=\"fontstyle0\">ingredients </span><span class=\"fontstyle0\">in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">they work a lot better than their materials would suggest.<br /></span></p><p><strong><span class=\"fontstyle2\">Good </span></strong><span class=\"fontstyle3\"><strong>While They Last.</strong> </span><span class=\"fontstyle0\">An inventor's new weapons last for only one or two attacks before they break, but might be st,1rprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be </span><span class=\"fontstyle0\">lethal-in </span><span class=\"fontstyle0\">many cases one serves its purpose if it </span><span class=\"fontstyle0\">distracts, </span><span class=\"fontstyle0\">scares, or confuses a creature long enough for other kobolds to kill the enemy. In any </span><span class=\"fontstyle0\">particular </span><span class=\"fontstyle0\">encounter, an inventor usually has one or two improvised weapons at its disposal.</span></p>",
            "hit_dice": "3d6 + 3",
            "id": 10651,
            "initiative": "+2",
            "name": "Kobold Inventor",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+4, 1d4 + 2 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Urban, Underground",
            "family": "Humanoid (Kobold)",
            "full_text": "<h1><span class=\"fontstyle0\">KOBOLD SCALE SORCERER<br /></span></h1><p><span class=\"fontstyle2\">Small humanoid (kobold), lawful evil</span></p><hr /><p>&nbsp;</p><p><strong>Armor Class </strong><span class=\"fontstyle3\">1</span><span class=\"fontstyle3\">5 (</span><span class=\"fontstyle3\">n</span><span class=\"fontstyle3\">a</span><span class=\"fontstyle3\">t</span><span class=\"fontstyle3\">u</span><span class=\"fontstyle3\">r</span><span class=\"fontstyle3\">al </span><span class=\"fontstyle3\">armor)</span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle0\"><strong>Points</strong> </span><span class=\"fontstyle3\">27 </span><span class=\"fontstyle3\">(5d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">1</span><span class=\"fontstyle3\">0</span><span class=\"fontstyle3\">)</span></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> <span class=\"fontstyle3\">30ft.</span><br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Arcana +2, Medicine +1<br /></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle3\">dar</span><span class=\"fontstyle3\">k</span><span class=\"fontstyle3\">v</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">s</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">on </span><span class=\"fontstyle3\">60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle3\">Percep</span><span class=\"fontstyle3\">ti</span><span class=\"fontstyle3\">o</span><span class=\"fontstyle3\">n 9</span><br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Co</span><span class=\"fontstyle3\">mmo</span><span class=\"fontstyle3\">n</span><span class=\"fontstyle3\">, Draconic</span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> 1</span><span class=\"fontstyle3\">&nbsp;(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle3\">The kobold is </span><span class=\"fontstyle3\">a </span><span class=\"fontstyle3\">3rd-level </span><span class=\"fontstyle3\">spellcaster. </span><span class=\"fontstyle3\">Its </span><span class=\"fontstyle3\">spellcast</span><span class=\"fontstyle3\">ing ability is </span><span class=\"fontstyle3\">Charisma </span><span class=\"fontstyle3\">(spell save DC 12, +4 to hit with spell&nbsp;</span><span class=\"fontstyle3\">attacks). </span><span class=\"fontstyle3\">It has the </span><span class=\"fontstyle3\">following </span><span class=\"fontstyle3\">sorcerer spells </span><span class=\"fontstyle3\">prepared:</span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle3\">Cantrips </span><span class=\"fontstyle3\">(at </span></em><span class=\"fontstyle3\"><em>will):</em> </span><span class=\"fontstyle2\">fire bolt, mage hand, mending, poison spray<br /></span><em><span class=\"fontstyle3\">1st level </span><span class=\"fontstyle5\">(4 </span></em><span class=\"fontstyle3\"><em>slots):</em> </span><span class=\"fontstyle2\">charm person, chromatic orb, </span><span class=\"fontstyle2\">expeditious </span><span class=\"fontstyle2\">retreat<br /></span><span class=\"fontstyle3\"><em>2nd level (2 slots):</em> </span><span class=\"fontstyle2\">scorching </span><span class=\"fontstyle2\">ray</span></p><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>Sorcery Points.</strong> </span><span class=\"fontstyle2\">The kobold has 3 sorcery points. It can spend 1&nbsp;or more sorcery points as a bonus action to gain one of the&nbsp;</span><span class=\"fontstyle2\">following </span><span class=\"fontstyle2\">benefits:<br /></span></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle3\">Heightened </span></em><span class=\"fontstyle3\"><em>Spell:</em> </span><span class=\"fontstyle2\">When it casts a spell that forces a creature&nbsp;to make a saving throw to resist the spell's effects, the kobold&nbsp;can <span class=\"fontstyle2\">spend 3 sorcery points to give one target ofthe spell disad</span></span>vantage on its first saving throw against the spell.</p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\"><span class=\"fontstyle3\"><em>Subtle Spell:</em> </span><span class=\"fontstyle2\">When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.<br /></span></span></p><p><span class=\"fontstyle0\"><strong>Pack Tactics.</strong> </span><span class=\"fontstyle2\">The kobold has </span><span class=\"fontstyle2\">advantage </span><span class=\"fontstyle2\">on an attack roll against a creature if at least one of the kobold's allies is within&nbsp;</span><span class=\"fontstyle2\">5 </span><span class=\"fontstyle2\">feet ofthe creature and the ally isn't </span><span class=\"fontstyle2\">incapacitated.</span></p><p><span class=\"fontstyle0\"><strong>Sunlight Sensitivity.</strong> </span><span class=\"fontstyle2\">While in </span><span class=\"fontstyle2\">sunlight, </span><span class=\"fontstyle2\">the kobold has disadvantage on attack rolls, as well as on Wisdom </span><span class=\"fontstyle2\">(Perception)&nbsp;</span>checks that rely on sight.</p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle0\"><strong>Dagger.</strong> </span><span class=\"fontstyle3\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle2\">+4 to hit, reach 5 </span><span class=\"fontstyle2\">ft.&nbsp;</span><span class=\"fontstyle2\">or range 20/60 ft., one target. </span><span class=\"fontstyle5\">Hii: </span><span class=\"fontstyle2\">4 </span><span class=\"fontstyle2\">(1d4 </span><span class=\"fontstyle6\">+ </span><span class=\"fontstyle2\">2) piercing </span><span class=\"fontstyle2\">damage.</span></p><hr /><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\">A kobold scale sorcerer has an innate talent for arcane magic, </span><span class=\"fontstyle0\">making </span><span class=\"fontstyle0\">it a highly valuable member of the tribe<br />for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their<br />spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or<br />take advantage of a captor.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle2\"><strong>Duty-Bound to a Dragon.</strong> </span><span class=\"fontstyle0\">In a kobold tribe associated with a </span><span class=\"fontstyle0\">dragon, </span><span class=\"fontstyle0\">typically one that resides in or near the<br />dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issu<span class=\"fontstyle0\">ing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon.</span></span><br /> </span></p>",
            "hit_dice": "5d6 + 10",
            "id": 10652,
            "initiative": "+2",
            "name": "Kobold Scale Sorcerer",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "+9, 1d8 + 6 Bludgeoning or 3d8 + 6 Bludgeoning if on the ground",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "Underground",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">KORRED<br /></span></h1><p><span class=\"fontstyle1\">Small&nbsp;</span><span class=\"fontstyle1\">fe</span><span class=\"fontstyle1\">y</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">chaotic neutral</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">17 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">102 </span><span class=\"fontstyle4\">(12d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">6</span><span class=\"fontstyle4\">0)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">burrow </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +9, </span><span class=\"fontstyle4\">Pe</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">cept</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">+5, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">b</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">udgeoning</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">rci</span><span class=\"fontstyle4\">ng</span><span class=\"fontstyle4\">, and </span><span class=\"fontstyle4\">sla</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">h</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng </span><span class=\"fontstyle4\">from n</span><span class=\"fontstyle4\">onmagical </span><span class=\"fontstyle4\">attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">da</span><span class=\"fontstyle4\">rkvi</span><span class=\"fontstyle4\">sion </span><span class=\"fontstyle4\">1</span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">tremorsense 120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive<br /></span></p><p><strong><span class=\"fontstyle4\">Percept</span><span class=\"fontstyle4\">i</span></strong><span class=\"fontstyle4\"><strong>on</strong>&nbsp;15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Dwarv</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">sh</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">Gnomish, </span><span class=\"fontstyle4\">Sylvan, Terran, </span><span class=\"fontstyle4\">Undercommon<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">7 (2</span><span class=\"fontstyle4\">,</span><span class=\"fontstyle4\">900 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Command Hair.</strong> </span><span class=\"fontstyle4\">The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13</span><span class=\"fontstyle4\">&nbsp;Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes </span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ncapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains&nbsp;1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">hit point at the start of each of the korred's turns while it has at least 1&nbsp;hit point and the korred is alive. Ifthe rope drops to 0 hit points, it is destroyed.</span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">commune with nature, meld into stone, stone shape<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle1\">conjure elemental </span><span class=\"fontstyle4\">(as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), </span><span class=\"fontstyle1\">Otto's irresistible dance<br /></span></p><p><span class=\"fontstyle6\"><strong>Stone Camouflage.</strong> </span><span class=\"fontstyle5\">The korred has advantage on Dexterity&nbsp;</span><span class=\"fontstyle4\">(Stealth) checks made to hide in rocky terrain.<br /></span></p><p><span class=\"fontstyle6\"><strong>Stone's Strength.</strong> </span><span class=\"fontstyle4\">While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The korred makes two attacks with its greatclub or hurls two rocks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Greatclub.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach S </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">10 (1d8 + 6) bludgeoning damage, or 19 (3d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) b</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">udgeoning damage if the korred is on the ground</span><span class=\"fontstyle4\">.</span></p><p><span class=\"fontstyle6\"><strong>Rock.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+9 to hi</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">, range 60/120 ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, one target. </span><span class=\"fontstyle1\">Hit: 15</span><span class=\"fontstyle4\">&nbsp;(2d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.</span></p><hr /><p><span class=\"fontstyle0\">Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Earthy Fey.</strong> </span><span class=\"fontstyle0\">Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.&nbsp;</span></p><p><strong><span class=\"fontstyle3\">Stone </span></strong><span class=\"fontstyle2\"><strong>Sympathy.</strong> </span><span class=\"fontstyle0\">No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred. </span></p><p><span class=\"fontstyle0\">Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground.<br /></span></p><p><span class=\"fontstyle2\"><strong>Enchanted Hair.</strong> </span><span class=\"fontstyle0\">Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission.</span></p>",
            "hit_dice": "12d6 + 60",
            "id": 10653,
            "initiative": "+2",
            "name": "Korred",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+6, 2d6 + 4 Bludgeoning",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any where gnolls can be found",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">LEUCROTTA<br /></span></h1><p><span class=\"fontstyle1\">Large </span><span class=\"fontstyle1\">mo</span><span class=\"fontstyle1\">n</span><span class=\"fontstyle1\">stros</span><span class=\"fontstyle1\">ity, </span><span class=\"fontstyle1\">c</span><span class=\"fontstyle1\">hao</span><span class=\"fontstyle1\">tic ev</span><span class=\"fontstyle1\">il</span></p><hr /><p><strong><span class=\"fontstyle3\">A</span></strong><span class=\"fontstyle3\"><strong>rmor Class</strong> </span><span class=\"fontstyle4\">1</span><span class=\"fontstyle4\">4 </span><span class=\"fontstyle4\">(nat</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">l armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">67 (9d10</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">18)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">50 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">De</span><span class=\"fontstyle4\">ce</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">+2, </span><span class=\"fontstyle4\">Per</span><span class=\"fontstyle4\">ce</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">ion +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Pe</span><span class=\"fontstyle4\">rc</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">pti</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssa</span><span class=\"fontstyle4\">l, Gnoll<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 (700 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Keen Smell.</strong> </span><span class=\"fontstyle4\">The leucrotta has advantage on Wisdom (Percepti</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n) checks that </span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">ely on smell.</span></p><p><span class=\"fontstyle6\"><strong>Kicking Retreat.</strong> </span><span class=\"fontstyle4\">If the leucrotta attacks with its hooves, it can&nbsp;</span><span class=\"fontstyle4\">take the Disengage action as a bonus action.</span></p><p><span class=\"fontstyle6\"><strong>Mimicry.</strong> </span><span class=\"fontstyle4\">The leucrotta can mimic animal sounds and hu</span><span class=\"fontstyle4\">man</span><span class=\"fontstyle4\">oid voices</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.<br /></span></p><p><span class=\"fontstyle6\"><strong>Rampage.</strong> </span><span class=\"fontstyle4\">When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.</span></p><hr /><p><strong><span class=\"fontstyle3\">AC</span><span class=\"fontstyle3\">TI</span><span class=\"fontstyle3\">ONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The leucrotta makes two attacks: one with its bite and one with its hooves.</span><span class=\"fontstyle4\"><br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 </span><span class=\"fontstyle4\">ft</span><span class=\"fontstyle4\">., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 (1d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">piercing damage. If the leucrotta scores a criti</span><span class=\"fontstyle4\">cal h</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">it rolls the damage dice three times, instead of twice.<br /></span></p><p><span class=\"fontstyle6\"><strong>Hooves.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target</span><span class=\"fontstyle4\">.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">11 (2d6 + </span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture<br />and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with<br />demon ichor without bothering to cover up the stink of death.<br /></span></p><p><span class=\"fontstyle2\"><strong>Spawn of Yeenoghu.</strong> </span><span class=\"fontstyle0\">The first leucrottas came into being alongside the gnolls during Yeenoghu's rampages on the Material Plane. Some of the hyenas that ate Yeenoghu</span><span class=\"fontstyle0\">'</span><span class=\"fontstyle0\">s kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous. </span></p><p><span class=\"fontstyle0\">As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight.</span></p><p><span class=\"fontstyle0\">Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim&nbsp;</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">a sound that always gives gnolls pleasure&nbsp;</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing.<br /></span></p><p><span class=\"fontstyle2\"><strong>Foulness Embodied.</strong> </span><span class=\"fontstyle0\">The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. </span></p><p><span class=\"fontstyle0\">A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from hose of common deer. Second, it can duplicate the call or the vocal expressions ofjust about any creature it has heard</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">The monster uses its mimicry to lure in potential victims</span><span class=\"fontstyle0\">,&nbsp;</span><span class=\"fontstyle0\">then attacks when they are confused or unaware of the actual th</span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">eat</span><span class=\"fontstyle0\">.</span> </p>",
            "hit_dice": "9d10 + 18",
            "id": 10654,
            "initiative": "+2",
            "name": "Leucrotta",
            "reference": "Usergen",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+4, 2d4 + 2 Slashing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Underground",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">MEENLOCK<br /></span></h1><p><span class=\"fontstyle1\">Smallfey, neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 </span><span class=\"fontstyle4\">(</span><span class=\"fontstyle4\">natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">31 (7d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">7)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+4, Stealth +6, Survival +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">frightened<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">telepathy 120 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">2 (450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Fear Aura.</strong> </span><span class=\"fontstyle4\">Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.<br /></span></p><p><span class=\"fontstyle6\"><strong>Light Sensitivity.</strong> </span><span class=\"fontstyle4\">While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.<br /></span></p><p><strong><span class=\"fontstyle7\">Shadow Teleport (Recharge </span></strong><span class=\"fontstyle6\"><strong>5-6).</strong> </span><span class=\"fontstyle4\">As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Claws.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">7 (2d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) slashing damage, and the target must succeed on a DC 11</span><span class=\"fontstyle5\">&nbsp;</span><span class=\"fontstyle4\">Constitution saving throw or be paralyzed for 1&nbsp;</span><span class=\"fontstyle4\">minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They<br />primarily live in forests, although they adapt well to urban and subterranean settings.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Fear Incarnate.</strong> </span><span class=\"fontstyle0\">Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Dark Dwellers.</strong> </span><span class=\"fontstyle0\">A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in<br />its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Telepathic Tormentors.</strong> </span><span class=\"fontstyle0\">Meenlocks have no form of communication other than telepathy. They can use </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to<br />torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a<br />transformation into an evil, full-grown meenlock (see the \"Telepathic Torment\" sidebar).</span></span></p><hr /><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"> <span class=\"fontstyle0\"><strong>TELEPATHIC TORMENT</strong><br /></span></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle2\">Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. Ifthe creature is susceptible and remains incapacitated for 1 hour, the<br />creature must make a Wisdom saving throw. taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle2\">the number </span><span class=\"fontstyle3\">of </span><span class=\"fontstyle2\">meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during </span><span class=\"fontstyle3\">it </span><span class=\"fontstyle2\">The process can be repeated. A humanoid that drops to 0&nbsp;</span><span class=\"fontstyle2\">hit points as a result ofthis damage instantly transforms into a meenlock at full health and under the DM's contro. Only a </span><span class=\"fontstyle4\"><em>wish</em>&nbsp;</span><span class=\"fontstyle2\">spell or divine intervention can restore a transformed creature to its former state.</span></span></span></p>",
            "hit_dice": "7d6 + 7",
            "id": 10655,
            "initiative": "+2",
            "name": "Meenlock",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fey"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+8, 3d6 Cold",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "Any",
            "family": "Mind Flyaer",
            "full_text": "<h1><span class=\"fontstyle0\">ALHOON<br /></span></h1><p><span class=\"fontstyle1\">Medium udead, any </span><span class=\"fontstyle1\">evil </span><span class=\"fontstyle1\">alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">120 (16d8 + </span><span class=\"fontstyle3\">48)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17&nbsp;(+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Con +7, Int </span><span class=\"fontstyle3\">+8, </span><span class=\"fontstyle4\">Wis +7, Cha +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +8, </span><span class=\"fontstyle4\">Deception </span><span class=\"fontstyle4\">+7, History +8, Insight +7,&nbsp;</span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+7, </span><span class=\"fontstyle4\">Stealth </span><span class=\"fontstyle4\">+5</span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, lightning, </span><span class=\"fontstyle4\">necrotic<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison; </span><span class=\"fontstyle4\">bludgeoning, piercing, </span><span class=\"fontstyle4\">and&nbsp;</span><span class=\"fontstyle4\">slashing </span><span class=\"fontstyle4\">from </span><span class=\"fontstyle4\">nonmagical attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">charmed, exhaustion, frightened, paralyzed, poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">truesight </span><span class=\"fontstyle4\">120 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">17<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Deep Speech, </span><span class=\"fontstyle4\">Undercommon, telepathy 120 </span><span class=\"fontstyle4\">ft.</span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">10 </span><span class=\"fontstyle3\">(5,900 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The alhoon </span><span class=\"fontstyle4\">has advantage on </span><span class=\"fontstyle4\">saving </span><span class=\"fontstyle4\">throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle5\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">alhoon's innate spellcasting ability </span><span class=\"fontstyle4\">is </span><span class=\"fontstyle4\">Intelligence </span><span class=\"fontstyle4\">(spell </span><span class=\"fontstyle4\">save DC 16). It can </span><span class=\"fontstyle4\">innately cast the&nbsp;</span><span class=\"fontstyle4\">following </span><span class=\"fontstyle4\">spells, </span><span class=\"fontstyle4\">requiring no components:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">At </span></em><span class=\"fontstyle4\"><em>will:</em> </span><span class=\"fontstyle1\">detect </span><span class=\"fontstyle1\">thoughts, levitate<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle1\">dominate monster, plane shift </span><span class=\"fontstyle4\">(self only)<br /></span></p><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">alhoon is </span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">12th-level </span><span class=\"fontstyle4\">spellcaster. Its spellcasting </span><span class=\"fontstyle4\">ability is Intelligence </span><span class=\"fontstyle4\">(spell save DC </span><span class=\"fontstyle4\">16, +8 </span><span class=\"fontstyle4\">to<br />hit </span><span class=\"fontstyle4\">with spell </span><span class=\"fontstyle4\">attacks). </span><span class=\"fontstyle4\">The alhoon has </span><span class=\"fontstyle4\">the following wizard&nbsp;</span><span class=\"fontstyle4\">spells </span><span class=\"fontstyle4\">prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips </span></em><span class=\"fontstyle4\"><em>(at will):</em> </span><span class=\"fontstyle1\">chill touch, dancing lights, mage hand, presti</span><span class=\"fontstyle1\">digitation, </span><span class=\"fontstyle1\">shocking </span><span class=\"fontstyle1\">grasp<br /></span><em><span class=\"fontstyle4\">1st level (4 </span></em><span class=\"fontstyle4\"><em>slots):</em> </span><span class=\"fontstyle1\">detect </span><span class=\"fontstyle1\">magic, disguise self. magic missile, shield<br /></span><em><span class=\"fontstyle4\">2nd level </span></em><span class=\"fontstyle4\"><em>(3 slots):</em> </span><span class=\"fontstyle1\">invisibility, </span><span class=\"fontstyle1\">mirror </span><span class=\"fontstyle1\">image, </span><span class=\"fontstyle1\">scorching </span><span class=\"fontstyle1\">ray<br /></span><em><span class=\"fontstyle4\">3rd </span></em><span class=\"fontstyle4\"><em>level (3 slots):</em> </span><span class=\"fontstyle1\">counterspell, fly, lightning bolt<br /></span><em><span class=\"fontstyle4\">4th </span><span class=\"fontstyle4\">level </span><span class=\"fontstyle4\">(3 </span></em><span class=\"fontstyle4\"><em>slots):</em> </span><span class=\"fontstyle1\">confusion, Evard's black tentacles, </span><span class=\"fontstyle1\">phan</span><span class=\"fontstyle1\">tasmal killer<br /></span><em><span class=\"fontstyle4\">5th level </span></em><span class=\"fontstyle4\"><em>(2 slots):</em> </span><span class=\"fontstyle1\">modify </span><span class=\"fontstyle1\">memory, wall </span><span class=\"fontstyle1\">of force<br /></span><em><span class=\"fontstyle4\">6th level </span></em><span class=\"fontstyle4\"><em>(1 slot):</em> </span><span class=\"fontstyle1\">disintegrate, </span><span class=\"fontstyle1\">globe </span><span class=\"fontstyle1\">of invulnerability<br /></span></p><p><span class=\"fontstyle5\"><strong>Turn Resistance.</strong> </span><span class=\"fontstyle4\">The alhoon has advantage on </span><span class=\"fontstyle4\">saving throws&nbsp;</span><span class=\"fontstyle4\">against any effect that turns undead.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle1\">Chilling </span></strong><span class=\"fontstyle5\"><strong>Grasp.</strong> </span><span class=\"fontstyle1\">Melee </span><span class=\"fontstyle1\">Spell </span><span class=\"fontstyle1\">Attack: </span><span class=\"fontstyle4\">+8 to </span><span class=\"fontstyle4\">hit. </span><span class=\"fontstyle4\">reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">10 </span><span class=\"fontstyle4\">(3d6) </span><span class=\"fontstyle4\">cold damage.<br /></span></p><p><strong><span class=\"fontstyle1\">Mind Blast (Recharge </span></strong><span class=\"fontstyle5\"><strong>5-6).</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">alhoon magically emits psychic energy in a 60-foot cone. Each </span><span class=\"fontstyle4\">creature </span><span class=\"fontstyle4\">in that area must succeed on a DC 16 Intelligence saving throw or take 22 </span><span class=\"fontstyle3\">(4d8 </span><span class=\"fontstyle4\">+&nbsp;</span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">psychic damage and be </span><span class=\"fontstyle4\">stunned </span><span class=\"fontstyle4\">for 1 minute. A target can repeat the saving throw at the end of each of </span><span class=\"fontstyle4\">its </span><span class=\"fontstyle4\">turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle0\">Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.</span></p><p><span class=\"fontstyle2\"><strong>Arcane Temptation.</strong> </span><span class=\"fontstyle0\">Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation. </span></p><p><span class=\"fontstyle0\">In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.<br /></span></p><p><span class=\"fontstyle0\">For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind<br />flayer arcanist must accept itself as deviant and flee the colony if it is to live.<br /></span></p><p><span class=\"fontstyle2\"><strong>Existential Fear.</strong> </span><span class=\"fontstyle0\">Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize<br />their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal indinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain.</span>Deviant minds are never accepted as part of the collective. For it, death means oblivion.</p><p><span class=\"fontstyle2\"><strong>Dreadful Deliverance.</strong> </span><span class=\"fontstyle0\">Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.<br /></span></p><p><span class=\"fontstyle0\">Confronting this awful </span><span class=\"fontstyle0\">reality, </span><span class=\"fontstyle0\">a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.&nbsp;</span></p><p><strong><span class=\"fontstyle2\">A Psionic </span></strong><span class=\"fontstyle3\"><strong>Secret.</strong> </span><span class=\"fontstyle0\">Alhoons can cooperate in the creation of a </span><span class=\"fontstyle4\">periapt ofmind trapping, </span><span class=\"fontstyle0\">a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind </span><span class=\"fontstyle0\">flayer </span><span class=\"fontstyle0\">arcanists and the sacrifice of an equal number </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">souls from living victims in a three-day-long ritual </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. </span></p><p><span class=\"fontstyle0\">Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.<br /></span></p><p><span class=\"fontstyle2\"><strong>Precarious Immortality.</strong> </span><span class=\"fontstyle0\">Unlike with true lichdom, the </span><span class=\"fontstyle4\">periapt ofmind trapping </span><span class=\"fontstyle0\">doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. </span></p><p><span class=\"fontstyle0\">The undeath conferred by a </span><span class=\"fontstyle4\">periapt of mind trapping&nbsp;</span><span class=\"fontstyle0\">lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than<br />one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. </span></p><p><span class=\"fontstyle0\">Destruction of a </span><span class=\"fontstyle4\">periapt ofmind trapping </span><span class=\"fontstyle0\">consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about&nbsp;</span><span class=\"fontstyle0\">the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disad</span> <span class=\"fontstyle0\">vantage </span><span class=\"fontstyle0\">on attacks, saves, and check against the holder.&nbsp;</span><span class=\"fontstyle0\">In </span><span class=\"fontstyle0\">addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't&nbsp;</span><span class=\"fontstyle0\">prevent </span><span class=\"fontstyle0\">communication from alhoons but can silence trapped souls.</span> </p>",
            "hit_dice": "16d8 + 48",
            "id": 10656,
            "initiative": "+1",
            "name": "Alhoon",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+12, 3d10 + 5 Psychic, If Large or smaller, grappled (DC 15) and stunned (DC 20 Intelligence)",
            "ch": "22",
            "challenge_rating": "22",
            "environment": "Any",
            "family": "Illithid",
            "full_text": "<p>&nbsp;</p><p><span class=\"fontstyle0\">ILLITHILICH</span></p><p><span class=\"fontstyle0\">M</span><span class=\"fontstyle0\">ed</span><span class=\"fontstyle0\">iu</span><span class=\"fontstyle0\">m </span><span class=\"fontstyle0\">u</span><span class=\"fontstyle0\">ndea</span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">, an</span><span class=\"fontstyle0\">y </span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">vil ali</span><span class=\"fontstyle0\">gn</span><span class=\"fontstyle0\">m</span><span class=\"fontstyle0\">ent</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">7 (</span><span class=\"fontstyle2\">na</span><span class=\"fontstyle2\">tur</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">l </span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">rm</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">r)<br /></span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> </span><span class=\"fontstyle2\">13</span><span class=\"fontstyle2\">5 (1 </span><span class=\"fontstyle2\">8</span><span class=\"fontstyle2\">d8 +54)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle2\">3</span><span class=\"fontstyle2\">0ft</span><span class=\"fontstyle2\">.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20 (+5)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Saving Throws</strong> </span><span class=\"fontstyle2\">Co</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">10, lnt </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">2</span><span class=\"fontstyle2\">, Wi</span><span class=\"fontstyle2\">s +</span><span class=\"fontstyle2\">9<br /></span></p><p><span class=\"fontstyle2\"><strong>Skills</strong> A</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">na </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">8, </span><span class=\"fontstyle2\">Hi</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">ry </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">2, </span><span class=\"fontstyle2\">I</span><span class=\"fontstyle2\">ns</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">ht </span><span class=\"fontstyle2\">+9, </span><span class=\"fontstyle2\">P</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">ce</span><span class=\"fontstyle2\">pti</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">9<br /></span></p><p><span class=\"fontstyle2\"><strong>Damage Resistances</strong> cold</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">li</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">tning, necro</span><span class=\"fontstyle2\">ti</span><span class=\"fontstyle2\">c<br /></span></p><p><span class=\"fontstyle2\"><strong>Damage Immunities</strong> poi</span><span class=\"fontstyle2\">so</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">; </span><span class=\"fontstyle2\">bl</span><span class=\"fontstyle2\">u</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">geoning, </span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">ierci</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g, an</span><span class=\"fontstyle2\">d&nbsp;</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ng from non</span><span class=\"fontstyle2\">m</span><span class=\"fontstyle2\">agica</span><span class=\"fontstyle2\">l </span><span class=\"fontstyle2\">weap</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">ns<br /></span></p><p><strong><span class=\"fontstyle2\">Condition Immun</span><span class=\"fontstyle2\">i</span></strong><span class=\"fontstyle2\"><strong>ties</strong> </span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">arme</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">, e</span><span class=\"fontstyle2\">x</span><span class=\"fontstyle2\">haustio</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">fri</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">te</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">,&nbsp;</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">ly</span><span class=\"fontstyle2\">ze</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">oiso</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">d<br /></span></p><p><span class=\"fontstyle2\"><strong>Se</strong></span><strong><span class=\"fontstyle2\">n</span></strong><span class=\"fontstyle2\"><strong>ses</strong> t</span><span class=\"fontstyle2\">rues</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ght </span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">2</span><span class=\"fontstyle2\">0 f</span><span class=\"fontstyle2\">t.</span><span class=\"fontstyle2\">, p</span><span class=\"fontstyle2\">ass</span><span class=\"fontstyle2\">iv</span><span class=\"fontstyle2\">e Perce</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">tio</span><span class=\"fontstyle2\">n 19<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle2\">C</span><span class=\"fontstyle2\">ommon, Deep Speech, Undercommon, plu</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">up t</span><span class=\"fontstyle2\">o three</span><span class=\"fontstyle2\">&nbsp;ot</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">er </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">ngu</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">s, Telepathy 120 ft.<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> 22 (41</span><span class=\"fontstyle2\">,</span><span class=\"fontstyle2\">000 </span><span class=\"fontstyle2\">X</span><span class=\"fontstyle2\">P)</span></p><hr /><p><strong><span class=\"fontstyle0\">Legendary Resistance (3/</span><span class=\"fontstyle0\">Day)</span><span class=\"fontstyle0\">. </span></strong><span class=\"fontstyle2\">I</span><span class=\"fontstyle2\">f </span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">e lic</span><span class=\"fontstyle2\">h </span><span class=\"fontstyle2\">fa</span><span class=\"fontstyle2\">il</span><span class=\"fontstyle2\">s a sav</span><span class=\"fontstyle2\">in</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">ow</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">t&nbsp;</span><span class=\"fontstyle2\">ca</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">oose </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">o succee</span><span class=\"fontstyle2\">d </span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">ea</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">.<br /></span></p><p><span class=\"fontstyle0\"><strong>Rejuvenation.</strong> </span><span class=\"fontstyle2\">I</span><span class=\"fontstyle2\">f </span><span class=\"fontstyle2\">it </span><span class=\"fontstyle2\">has a p</span><span class=\"fontstyle2\">hyl</span><span class=\"fontstyle2\">ac</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">y, </span><span class=\"fontstyle2\">a </span><span class=\"fontstyle2\">destroyed </span><span class=\"fontstyle2\">li</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h </span><span class=\"fontstyle2\">ga</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">s&nbsp;</span><span class=\"fontstyle2\">a </span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">ew </span><span class=\"fontstyle2\">b</span><span class=\"fontstyle2\">od</span><span class=\"fontstyle2\">y i</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">1d10 d</span><span class=\"fontstyle2\">ay</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">egai</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">all </span><span class=\"fontstyle2\">it</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">it p</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">int</span><span class=\"fontstyle2\">s a</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">d b</span><span class=\"fontstyle2\">eco</span><span class=\"fontstyle2\">m</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ng </span><span class=\"fontstyle2\">ac</span><span class=\"fontstyle2\">tiv</span><span class=\"fontstyle2\">e a</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">in</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">Th</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">ew </span><span class=\"fontstyle2\">b</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">dy </span><span class=\"fontstyle2\">ap</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">ea</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">within 5 f</span><span class=\"fontstyle2\">eet of&nbsp;</span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">phy</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ac</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">y</span><span class=\"fontstyle2\">.<br /></span></p><p><strong><span class=\"fontstyle0\">Spellcast</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ng</span></strong><span class=\"fontstyle0\"><strong>.</strong> </span><span class=\"fontstyle2\">The </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h i</span><span class=\"fontstyle2\">s an </span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">8th</span><span class=\"fontstyle2\">-l</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">v</span><span class=\"fontstyle2\">el s</span><span class=\"fontstyle2\">pe</span><span class=\"fontstyle2\">ll</span><span class=\"fontstyle2\">caster</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">Its s</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">ll</span><span class=\"fontstyle2\">castin</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">abi </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ity </span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">Int</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">lli</span><span class=\"fontstyle2\">gence (</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">ell sa</span><span class=\"fontstyle2\">ve </span><span class=\"fontstyle2\">DC </span><span class=\"fontstyle2\">20</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">2<br /></span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">o </span><span class=\"fontstyle2\">hit </span><span class=\"fontstyle2\">w</span><span class=\"fontstyle2\">it</span><span class=\"fontstyle2\">h spell a</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">tack</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">). Th</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ch has t</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">f</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">ll</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">wi</span><span class=\"fontstyle2\">ng w</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">zard s</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">ll</span><span class=\"fontstyle2\">s p</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">ed</span><span class=\"fontstyle2\">:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle2\">C</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">ntrip</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">(a</span><span class=\"fontstyle2\">t </span><span class=\"fontstyle2\">w</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ll</span></em><span class=\"fontstyle2\"><em>):</em> </span><span class=\"fontstyle0\">m</span><span class=\"fontstyle0\">age </span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">n</span><span class=\"fontstyle0\">d, pr</span><span class=\"fontstyle0\">esti</span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">ig</span><span class=\"fontstyle0\">itat</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">o</span><span class=\"fontstyle0\">n</span><span class=\"fontstyle0\">, ray of f</span><span class=\"fontstyle0\">ro</span><span class=\"fontstyle0\">s</span><span class=\"fontstyle0\">t<br /></span><em><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">st </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">eve</span><span class=\"fontstyle2\">l </span><span class=\"fontstyle2\">(4 slo</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">s)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">et</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">ct magi</span><span class=\"fontstyle0\">c, m</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">gic mis</span><span class=\"fontstyle0\">si</span><span class=\"fontstyle0\">l</span><span class=\"fontstyle0\">e, </span><span class=\"fontstyle0\">s</span><span class=\"fontstyle0\">hi</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">ld</span><span class=\"fontstyle0\">,&nbsp;</span><span class=\"fontstyle0\">t</span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">unde</span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">wave<br /></span><em><span class=\"fontstyle2\">2</span><span class=\"fontstyle2\">nd l</span><span class=\"fontstyle2\">evel (</span><span class=\"fontstyle2\">3 </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ot</span><span class=\"fontstyle2\">s</span></em><span class=\"fontstyle2\"><em>):</em> </span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">ete</span><span class=\"fontstyle0\">c</span><span class=\"fontstyle0\">t t</span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">oughts</span><span class=\"fontstyle0\">, i</span><span class=\"fontstyle0\">nv</span><span class=\"fontstyle0\">is</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">b</span><span class=\"fontstyle0\">ili</span><span class=\"fontstyle0\">ty, Melf's </span><span class=\"fontstyle0\">aci</span><span class=\"fontstyle0\">d a</span><span class=\"fontstyle0\">rrow</span><span class=\"fontstyle0\">,&nbsp;</span><span class=\"fontstyle0\">m</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">rror imag</span><span class=\"fontstyle0\">e<br /></span><em><span class=\"fontstyle2\">3</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">d </span><span class=\"fontstyle2\">leve</span><span class=\"fontstyle2\">l </span><span class=\"fontstyle2\">(3 </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">ts</span><span class=\"fontstyle2\">)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">anim</span><span class=\"fontstyle0\">ate dead</span><span class=\"fontstyle0\">, counter</span><span class=\"fontstyle0\">spe</span><span class=\"fontstyle0\">ll</span><span class=\"fontstyle0\">, dispel m</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">gi</span><span class=\"fontstyle0\">c, </span><span class=\"fontstyle0\">fir</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">ba</span><span class=\"fontstyle0\">ll<br /></span><em><span class=\"fontstyle2\">4</span><span class=\"fontstyle2\">th l</span><span class=\"fontstyle2\">evel (3 sl</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">ts</span><span class=\"fontstyle2\">)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">bli</span><span class=\"fontstyle0\">g</span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">t, dim</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">n</span><span class=\"fontstyle0\">sion door<br /></span><em><span class=\"fontstyle2\">5th </span><span class=\"fontstyle2\">level (3 slo</span><span class=\"fontstyle2\">t</span></em><span class=\"fontstyle2\"><em>s):</em> </span><span class=\"fontstyle0\">cl</span><span class=\"fontstyle0\">o</span><span class=\"fontstyle0\">u</span><span class=\"fontstyle0\">dkill</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">sc</span><span class=\"fontstyle0\">ryi</span><span class=\"fontstyle0\">ng<br /></span><em><span class=\"fontstyle2\">6</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">h l</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">v</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">l (</span><span class=\"fontstyle2\">1 s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ot)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">di</span><span class=\"fontstyle0\">s</span><span class=\"fontstyle0\">int</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">grat</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">g</span><span class=\"fontstyle0\">l</span><span class=\"fontstyle0\">ob</span><span class=\"fontstyle0\">e </span><span class=\"fontstyle0\">o</span><span class=\"fontstyle0\">f i</span><span class=\"fontstyle0\">nv</span><span class=\"fontstyle0\">u</span><span class=\"fontstyle0\">ln</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">rabi</span><span class=\"fontstyle0\">l</span><span class=\"fontstyle0\">ity<br /></span><em><span class=\"fontstyle2\">7th l</span><span class=\"fontstyle2\">eve</span><span class=\"fontstyle2\">l (1 </span><span class=\"fontstyle2\">slo</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">)</span><span class=\"fontstyle2\">:&nbsp;</span></em><span class=\"fontstyle0\">fi</span><span class=\"fontstyle0\">n</span><span class=\"fontstyle0\">ge</span><span class=\"fontstyle0\">r </span><span class=\"fontstyle0\">of&nbsp;</span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">ath</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">plan</span><span class=\"fontstyle0\">e </span><span class=\"fontstyle0\">s</span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">if</span><span class=\"fontstyle0\">t<br /></span><em><span class=\"fontstyle2\">8</span><span class=\"fontstyle2\">th l</span><span class=\"fontstyle2\">evel (</span><span class=\"fontstyle2\">1 </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">domin</span><span class=\"fontstyle0\">ate monst</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">po</span><span class=\"fontstyle0\">we</span><span class=\"fontstyle0\">r w</span><span class=\"fontstyle0\">ord stun<br /></span><em><span class=\"fontstyle2\">9th l</span><span class=\"fontstyle2\">eve</span><span class=\"fontstyle2\">l </span><span class=\"fontstyle2\">(</span><span class=\"fontstyle2\">1 </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ot)</span></em><span class=\"fontstyle2\"><em>:</em> </span><span class=\"fontstyle0\">powe</span><span class=\"fontstyle0\">r w</span><span class=\"fontstyle0\">o</span><span class=\"fontstyle0\">rd </span><span class=\"fontstyle0\">kill<br /></span></p><p><strong><span class=\"fontstyle0\">Turn Resistanc</span><span class=\"fontstyle0\">e</span></strong><span class=\"fontstyle0\"><strong>.</strong> </span><span class=\"fontstyle2\">Th</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ch </span><span class=\"fontstyle2\">has a</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">van</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">ag</span><span class=\"fontstyle2\">e on </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">vi</span><span class=\"fontstyle2\">ng </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">ows ag</span><span class=\"fontstyle2\">ain</span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">t </span><span class=\"fontstyle2\">an</span><span class=\"fontstyle2\">y </span><span class=\"fontstyle2\">eff</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">ct </span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">t tu</span><span class=\"fontstyle2\">rns un</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">.</span></p><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle2\">The lich has advantage on saving throws against spells and other magical effects.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle2\">The lich's innate spellcasting ability is Intelligence (spell save DC </span><span class=\"fontstyle2\">20). </span><span class=\"fontstyle2\">It can innately cast the following spells, requiring no components.<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\"><span class=\"fontstyle2\"><em>At will:</em> </span><span class=\"fontstyle3\">detect thoughts, levitate<br /></span><span class=\"fontstyle2\"><em>1/day each:</em>&nbsp;</span><span class=\"fontstyle3\">dominate monster, plane shift </span><span class=\"fontstyle2\">(self only)</span> <br /> </span></p><hr /><p><span class=\"fontstyle2\"><strong>ACTIONS</strong><br /></span></p><p><strong><span class=\"fontstyle0\">Paraly</span><span class=\"fontstyle0\">z</span></strong><span class=\"fontstyle0\"><strong>ing Touch.</strong> M</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">l</span><span class=\"fontstyle0\">ee </span><span class=\"fontstyle0\">Sp</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">ll Atta</span><span class=\"fontstyle0\">ck: </span><span class=\"fontstyle0\">+</span><span class=\"fontstyle2\">12 </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">o </span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">each </span><span class=\"fontstyle2\">5 ft</span><span class=\"fontstyle2\">.</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">one&nbsp;</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">eatu</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle0\">H</span><span class=\"fontstyle0\">it: </span><span class=\"fontstyle2\">10 </span><span class=\"fontstyle2\">(</span><span class=\"fontstyle2\">3</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">6</span><span class=\"fontstyle2\">) </span><span class=\"fontstyle2\">cold damage. </span><span class=\"fontstyle2\">T</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">arget must </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">ucce</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">d o</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">a DC </span><span class=\"fontstyle2\">1</span><span class=\"fontstyle2\">8 Const</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">tu</span><span class=\"fontstyle2\">tio</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">savi</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g th</span><span class=\"fontstyle2\">ro</span><span class=\"fontstyle2\">w or </span><span class=\"fontstyle2\">b</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">alyzed f</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">r </span><span class=\"fontstyle2\">1 minut</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">. T</span><span class=\"fontstyle2\">he t</span><span class=\"fontstyle2\">ar</span><span class=\"fontstyle2\">ge</span><span class=\"fontstyle2\">t </span><span class=\"fontstyle2\">ca</span><span class=\"fontstyle2\">n r</span><span class=\"fontstyle2\">epeat t</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">v</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">row at the end </span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">f eac</span><span class=\"fontstyle2\">h </span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">f it</span><span class=\"fontstyle2\">s </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">u</span><span class=\"fontstyle2\">rns</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">nd</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">e e</span><span class=\"fontstyle2\">ff</span><span class=\"fontstyle2\">ec</span><span class=\"fontstyle2\">t o</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">tse</span><span class=\"fontstyle2\">lf </span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">a success</span><span class=\"fontstyle2\">.</span></p><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>Tentacles.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+</span><span class=\"fontstyle3\">12 to hit; reach 5 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">one creature. </span><span class=\"fontstyle4\">Hit: </span><span class=\"fontstyle3\">21 </span><span class=\"fontstyle3\">(3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Extract Brain.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+12 to hit, reach 5 </span><span class=\"fontstyle4\">ft.,&nbsp;</span><span class=\"fontstyle3\">one incapacitated humanoid grappled by the lich. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle3\">55 (10d10) piercing.damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Mind Blast (Recharge 5-6).</strong> </span><span class=\"fontstyle3\">The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 lntelligence saving throw or take 27 (5d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle3\">5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span> <br /> </span></p><hr /><p><strong><span class=\"fontstyle3\">LEGENDAR</span><span class=\"fontstyle3\">Y </span><span class=\"fontstyle3\">ACTIONS<br /></span></strong><span class=\"fontstyle2\">Th</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h </span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">ke </span><span class=\"fontstyle2\">3 </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ege</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">da</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">y a</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">tio</span><span class=\"fontstyle2\">ns, ch</span><span class=\"fontstyle2\">oosi</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">g </span><span class=\"fontstyle2\">fr</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">m t</span><span class=\"fontstyle2\">he&nbsp;</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ons </span><span class=\"fontstyle2\">b</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ow</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">On</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">y o</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">egenda</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">y a</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">io</span><span class=\"fontstyle2\">n op</span><span class=\"fontstyle2\">ti</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">n </span><span class=\"fontstyle2\">b</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">u</span><span class=\"fontstyle2\">se</span><span class=\"fontstyle2\">d&nbsp;</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">t </span><span class=\"fontstyle2\">a </span><span class=\"fontstyle2\">ti</span><span class=\"fontstyle2\">me an</span><span class=\"fontstyle2\">d </span><span class=\"fontstyle2\">onl</span><span class=\"fontstyle2\">y </span><span class=\"fontstyle2\">at </span><span class=\"fontstyle2\">th</span><span class=\"fontstyle2\">e e</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">d of anot</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">e</span><span class=\"fontstyle2\">r </span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">eat</span><span class=\"fontstyle2\">u</span><span class=\"fontstyle2\">re's turn</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">T</span><span class=\"fontstyle2\">h</span><span class=\"fontstyle2\">e&nbsp;</span><span class=\"fontstyle2\">li</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">h r</span><span class=\"fontstyle2\">ega</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ns spe</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">t </span><span class=\"fontstyle2\">le</span><span class=\"fontstyle2\">gen</span><span class=\"fontstyle2\">d</span><span class=\"fontstyle2\">ary act</span><span class=\"fontstyle2\">io</span><span class=\"fontstyle2\">ns </span><span class=\"fontstyle2\">at th</span><span class=\"fontstyle2\">e s</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">t of </span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ts </span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">u</span><span class=\"fontstyle2\">rn</span><span class=\"fontstyle2\">.</span></p><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>Tentacles.</strong> </span><span class=\"fontstyle2\">The lich makes one attack with its tentades.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Extract Brain (Costs 2 Actions).</strong> </span><span class=\"fontstyle2\">The lich uses Extract Brain.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Mind Blast (Costs 3 Actions).</strong> </span><span class=\"fontstyle2\">The lich recharges its Mind Blast and uses it.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\"><strong>Cast Spell (Costs 1-3 Actions).</strong> </span><span class=\"fontstyle2\">The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1&nbsp;legendary action per level o</span><span class=\"fontstyle2\">f the spell.</span> <br /> </span></p><hr /><p><span class=\"fontstyle2\"> <span class=\"fontstyle0\">Liches </span><span class=\"fontstyle0\">are </span><span class=\"fontstyle0\">the remains of </span><span class=\"fontstyle0\">great </span><span class=\"fontstyle0\">wizards who </span><span class=\"fontstyle0\">embrace&nbsp;</span><span class=\"fontstyle0\">undeath </span><span class=\"fontstyle0\">as </span><span class=\"fontstyle0\">a means of preserving themselves. They further their </span><span class=\"fontstyle0\">own </span><span class=\"fontstyle0\">power </span><span class=\"fontstyle0\">at any cost, </span><span class=\"fontstyle0\">having no interest in the </span><span class=\"fontstyle0\">affairs </span><span class=\"fontstyle0\">of the living </span><span class=\"fontstyle0\">except </span><span class=\"fontstyle0\">where those </span><span class=\"fontstyle0\">affairs&nbsp;</span><span class=\"fontstyle0\">interfere with their own. Scheming </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">insane, they hunger for long-forgotten knowledge </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">the most terrible </span><span class=\"fontstyle0\">secrets. </span><span class=\"fontstyle0\">Because the </span><span class=\"fontstyle0\">shadow </span><span class=\"fontstyle0\">of death doesn't hang over them, they can conceive plans that take years, decades, </span><span class=\"fontstyle0\">or centuries </span><span class=\"fontstyle0\">to </span><span class=\"fontstyle0\">come </span><span class=\"fontstyle0\">to fruition. </span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">A lich is </span><span class=\"fontstyle0\">a gaunt and skeletal </span><span class=\"fontstyle0\">humanoid with withered flesh </span><span class=\"fontstyle0\">stretched </span><span class=\"fontstyle0\">tight </span><span class=\"fontstyle0\">across </span><span class=\"fontstyle0\">its bones. Its </span><span class=\"fontstyle0\">eyes succumbed </span><span class=\"fontstyle0\">to decay long </span><span class=\"fontstyle0\">ago, </span><span class=\"fontstyle0\">but </span><span class=\"fontstyle0\">points of </span><span class=\"fontstyle0\">light burn in its </span><span class=\"fontstyle0\">empty sockets. </span><span class=\"fontstyle2\">It </span><span class=\"fontstyle0\">is often </span><span class=\"fontstyle0\">garbed </span><span class=\"fontstyle0\">in the moldering remains </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">fine clothing and jewelry worn </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">dulled by the passage </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">time.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle0\">Secrets </span></strong><span class=\"fontstyle3\"><strong>of Undeath.</strong> </span><span class=\"fontstyle0\">No wizard takes up the path to lichdom </span><span class=\"fontstyle0\">on a </span><span class=\"fontstyle0\">whim, and the process </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">becoming a lich is </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">well</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">guarded </span><span class=\"fontstyle0\">secret. Wizards that </span><span class=\"fontstyle0\">seek </span><span class=\"fontstyle0\">lichdom must make bargains with fiends, </span><span class=\"fontstyle0\">evil gods, </span><span class=\"fontstyle0\">or </span><span class=\"fontstyle0\">other </span><span class=\"fontstyle0\">foul&nbsp;</span><span class=\"fontstyle0\">entities. </span><span class=\"fontstyle0\">Many turn to Orcus, Demon Prince </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">Undeath,&nbsp;</span><span class=\"fontstyle0\">whose </span><span class=\"fontstyle0\">power has </span><span class=\"fontstyle0\">created countless </span><span class=\"fontstyle0\">liches. However, those that </span><span class=\"fontstyle0\">control </span><span class=\"fontstyle0\">the power </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">lichdom </span><span class=\"fontstyle0\">always </span><span class=\"fontstyle0\">demand fealty </span><span class=\"fontstyle0\">and service </span><span class=\"fontstyle0\">for their knowledge</span><span class=\"fontstyle0\">.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">A lich is </span><span class=\"fontstyle0\">created </span><span class=\"fontstyle0\">by </span><span class=\"fontstyle0\">an arcane </span><span class=\"fontstyle0\">ritual </span><span class=\"fontstyle0\">that traps </span><span class=\"fontstyle0\">the wizard's </span><span class=\"fontstyle0\">soul </span><span class=\"fontstyle0\">within a phylactery</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Doing </span><span class=\"fontstyle0\">so </span><span class=\"fontstyle0\">binds the&nbsp;</span><span class=\"fontstyle0\">soul </span><span class=\"fontstyle0\">to the mortal world, preventing </span><span class=\"fontstyle0\">it from </span><span class=\"fontstyle0\">traveling to the Outer Planes after death. A phylactery is traditionally an </span><span class=\"fontstyle0\">amulet </span><span class=\"fontstyle0\">in the </span><span class=\"fontstyle0\">shape of a small </span><span class=\"fontstyle0\">box, but it </span><span class=\"fontstyle0\">can </span><span class=\"fontstyle0\">take the form of any item possessing </span><span class=\"fontstyle0\">an </span><span class=\"fontstyle0\">interior&nbsp;</span><span class=\"fontstyle0\">space </span><span class=\"fontstyle0\">into which arcane sigils </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">naming, binding, immortality, </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">dark magic </span><span class=\"fontstyle0\">are scribed </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">silver.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">With its phylactery prepared, the </span><span class=\"fontstyle0\">future </span><span class=\"fontstyle0\">lich drinks a potion </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">transformation-a vile </span><span class=\"fontstyle0\">concoction of </span><span class=\"fontstyle0\">poison mixed with the blood of a </span><span class=\"fontstyle0\">sentient creature whose soul </span><span class=\"fontstyle0\">is </span><span class=\"fontstyle0\">sacrificed </span><span class=\"fontstyle0\">to the phylactery. </span><span class=\"fontstyle0\">The wizard </span><span class=\"fontstyle0\">falls dead, then </span><span class=\"fontstyle0\">rises as a </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">as </span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">soul is </span><span class=\"fontstyle0\">drawn into the phylactery, where it forever remains.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Soul Sacrifices.</strong> </span><span class=\"fontstyle0\">A lich must periodically feed </span><span class=\"fontstyle0\">souls </span><span class=\"fontstyle0\">to its phylactery to sustain the magic preserving its body&nbsp;</span><span class=\"fontstyle0\">and consciousness</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle2\">It </span><span class=\"fontstyle0\">does this using the </span><span class=\"fontstyle3\">imprisonment&nbsp;</span><span class=\"fontstyle0\">spell. </span><span class=\"fontstyle0\">Instead </span><span class=\"fontstyle0\">of choosing one </span><span class=\"fontstyle0\">of the normal </span><span class=\"fontstyle0\">options of </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">spell, </span><span class=\"fontstyle0\">the lich uses the </span><span class=\"fontstyle0\">spell </span><span class=\"fontstyle0\">to magically trap the target's body </span><span class=\"fontstyle0\">and soul </span><span class=\"fontstyle0\">inside its phylactery. The&nbsp;</span><span class=\"fontstyle0\">phylactery </span><span class=\"fontstyle0\">must </span><span class=\"fontstyle0\">be on </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">same </span><span class=\"fontstyle0\">plane </span><span class=\"fontstyle0\">as </span><span class=\"fontstyle0\">the lich for the </span><span class=\"fontstyle0\">spell </span><span class=\"fontstyle0\">to work. A lich's phylactery </span><span class=\"fontstyle0\">can </span><span class=\"fontstyle0\">hold </span><span class=\"fontstyle0\">only&nbsp;one creature at a </span><span class=\"fontstyle0\">time, </span><span class=\"fontstyle0\">and a </span><span class=\"fontstyle3\">dispel </span><span class=\"fontstyle3\">magic </span><span class=\"fontstyle0\">cast as a 9th-level spell </span><span class=\"fontstyle0\">upon the phylactery </span><span class=\"fontstyle0\">releases any creature&nbsp;</span><span class=\"fontstyle0\">imprisoned within it. A </span><span class=\"fontstyle0\">creature </span><span class=\"fontstyle0\">imprisoned </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">the phylactery for </span><span class=\"fontstyle0\">24 </span><span class=\"fontstyle0\">hours is </span><span class=\"fontstyle0\">consumed and </span><span class=\"fontstyle0\">destroyed utterly, whereupon nothing </span><span class=\"fontstyle0\">short of </span><span class=\"fontstyle0\">divine intervention&nbsp;</span><span class=\"fontstyle0\">can restore </span><span class=\"fontstyle0\">it to life</span><span class=\"fontstyle0\">.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">A lich that fails or forgets to maintain its body with&nbsp;</span><span class=\"fontstyle0\">sacrificed souls </span><span class=\"fontstyle0\">begins to physically fall </span><span class=\"fontstyle0\">apart, and&nbsp;</span><span class=\"fontstyle0\">might </span><span class=\"fontstyle0\">eventually </span><span class=\"fontstyle0\">become </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">demilich.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Death and Restoration.</strong> </span><span class=\"fontstyle0\">When </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lich's body is broken by </span><span class=\"fontstyle0\">accident </span><span class=\"fontstyle0\">or </span><span class=\"fontstyle0\">assault, </span><span class=\"fontstyle0\">the will </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">mind of&nbsp;</span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">lich drains </span><span class=\"fontstyle0\">from </span><span class=\"fontstyle0\">it, leaving </span><span class=\"fontstyle0\">only a </span><span class=\"fontstyle0\">lifeless </span><span class=\"fontstyle0\">corpse&nbsp;</span><span class=\"fontstyle0\">behind. Within days</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">new body reforms next to the lich's phylactery, c</span><span class=\"fontstyle0\">oalescing out of glowing smoke </span><span class=\"fontstyle0\">that issues from the device. Because the destruction of its </span><span class=\"fontstyle0\">phylactery </span><span class=\"fontstyle0\">means the possibility </span><span class=\"fontstyle0\">of eternal </span><span class=\"fontstyle0\">death,&nbsp;</span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lich usually keeps its </span><span class=\"fontstyle0\">phylactery </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">hidden, well</span><span class=\"fontstyle0\">guarded </span><span class=\"fontstyle0\">location. </span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">Destroying </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lich's phylactery is no </span><span class=\"fontstyle0\">easy </span><span class=\"fontstyle0\">task </span><span class=\"fontstyle0\">and often </span><span class=\"fontstyle0\">requires </span><span class=\"fontstyle0\">a special </span><span class=\"fontstyle0\">ritual, </span><span class=\"fontstyle0\">item, or </span><span class=\"fontstyle0\">weapon. Every phylactery is unique, and discovering the key to its destruction </span><span class=\"fontstyle0\">can </span><span class=\"fontstyle0\">be </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">quest in </span><span class=\"fontstyle0\">and of </span><span class=\"fontstyle0\">itself.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Lonely Existence.</strong> </span><span class=\"fontstyle0\">From time to time, </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lich might be </span><span class=\"fontstyle0\">stirred </span><span class=\"fontstyle0\">from its </span><span class=\"fontstyle0\">single-minded </span><span class=\"fontstyle0\">pursuit </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">power to </span><span class=\"fontstyle0\">take&nbsp;</span><span class=\"fontstyle0\">an interest </span><span class=\"fontstyle0\">in the world </span><span class=\"fontstyle0\">around </span><span class=\"fontstyle0\">it, most often when some&nbsp;</span><span class=\"fontstyle0\">great event </span><span class=\"fontstyle0\">reminds it of the life it </span><span class=\"fontstyle0\">once </span><span class=\"fontstyle0\">led. </span><span class=\"fontstyle2\">It </span><span class=\"fontstyle0\">otherwise<br />lives in isolation, </span><span class=\"fontstyle0\">engaging only with </span><span class=\"fontstyle0\">those </span><span class=\"fontstyle0\">creatures&nbsp;</span><span class=\"fontstyle0\">whose </span><span class=\"fontstyle0\">service </span><span class=\"fontstyle0\">helps </span><span class=\"fontstyle0\">secure </span><span class=\"fontstyle0\">its lair</span><span class=\"fontstyle0\">.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">Few </span><span class=\"fontstyle0\">liches </span><span class=\"fontstyle0\">call </span><span class=\"fontstyle0\">themselves by </span><span class=\"fontstyle0\">their </span><span class=\"fontstyle0\">former names, instead </span><span class=\"fontstyle0\">adopting </span><span class=\"fontstyle0\">monikers </span><span class=\"fontstyle0\">such as </span><span class=\"fontstyle0\">the Black Hand or the Forgotten King.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Magic Collectors.</strong> </span><span class=\"fontstyle0\">Liches </span><span class=\"fontstyle0\">collect spells and </span><span class=\"fontstyle0\">magic items. In </span><span class=\"fontstyle0\">addition </span><span class=\"fontstyle0\">to its </span><span class=\"fontstyle0\">spell </span><span class=\"fontstyle0\">repertoire, </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lich has ready access to potions, scrolls, libraries of </span><span class=\"fontstyle0\">spell</span><span class=\"fontstyle0\">books, one or more wands, </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">perhaps </span><span class=\"fontstyle0\">a staff </span><span class=\"fontstyle0\">or two. </span><span class=\"fontstyle2\">It </span><span class=\"fontstyle0\">has no qualms </span><span class=\"fontstyle0\">about </span><span class=\"fontstyle0\">putting these treasures to use whenever its lair </span><span class=\"fontstyle0\">comes </span><span class=\"fontstyle0\">under </span><span class=\"fontstyle0\">attack.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Undead Nature.</strong> </span><span class=\"fontstyle0\">A lich doesn't require </span><span class=\"fontstyle0\">air, </span><span class=\"fontstyle0\">food, drink, </span><span class=\"fontstyle0\">or sleep.</span></span></p><hr /><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle0\">A </span><span class=\"fontstyle0\">LICH's LAIR<br /></span></strong></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">A </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">often </span><span class=\"fontstyle0\">haunts the </span><span class=\"fontstyle0\">abode </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">favored </span><span class=\"fontstyle0\">in life, such as&nbsp;</span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lonely tower, </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">haunted ruin, </span><span class=\"fontstyle0\">or an academy </span><span class=\"fontstyle0\">of black<br />magic. </span><span class=\"fontstyle0\">Alternatively, </span><span class=\"fontstyle0\">some liches </span><span class=\"fontstyle0\">construct secret </span><span class=\"fontstyle0\">tombs filled with powerful guardians </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">traps.&nbsp;</span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">Everything about </span><span class=\"fontstyle0\">a lich's lair </span><span class=\"fontstyle0\">reflects </span><span class=\"fontstyle0\">its keen mind&nbsp;</span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">wicked </span><span class=\"fontstyle0\">cunning, </span><span class=\"fontstyle0\">including the magic </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">mundane traps that </span><span class=\"fontstyle0\">secure </span><span class=\"fontstyle0\">it. Undead, </span><span class=\"fontstyle0\">constructs, and </span><span class=\"fontstyle0\">bound demons lurk in </span><span class=\"fontstyle0\">shadowy </span><span class=\"fontstyle0\">recesses, </span><span class=\"fontstyle0\">emerging </span><span class=\"fontstyle0\">to destroy&nbsp;</span><span class=\"fontstyle0\">those who dare to </span><span class=\"fontstyle0\">disturb </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">lich's </span><span class=\"fontstyle0\">work. </span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">A </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">encountered </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">lair has </span><span class=\"fontstyle0\">a challenge rating </span><span class=\"fontstyle0\">of&nbsp;</span><span class=\"fontstyle0\">23 (50,000 XP).<br /></span></span></p><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle0\">LAIR </span></strong><span class=\"fontstyle0\"><strong>ACTIONS</strong><br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle0\">On initiative </span><span class=\"fontstyle0\">count </span><span class=\"fontstyle0\">20 (losing initiative ties), the lich&nbsp;</span><span class=\"fontstyle0\">can </span><span class=\"fontstyle0\">take </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">lair </span><span class=\"fontstyle0\">action </span><span class=\"fontstyle0\">to </span><span class=\"fontstyle0\">cause one of </span><span class=\"fontstyle0\">the following magical </span><span class=\"fontstyle0\">effects; </span><span class=\"fontstyle0\">the lich </span><span class=\"fontstyle0\">can't </span><span class=\"fontstyle0\">use the </span><span class=\"fontstyle0\">same effect </span><span class=\"fontstyle0\">two rounds in </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">row:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\"><span class=\"fontstyle0\">&bull; </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">lich rolls </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">d8 </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">regains </span><span class=\"fontstyle0\">a spell slot of </span><span class=\"fontstyle0\">that level&nbsp;</span><span class=\"fontstyle0\">or </span><span class=\"fontstyle0\">lower</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle2\">If </span><span class=\"fontstyle0\">it has no </span><span class=\"fontstyle0\">spent spell slots of that </span><span class=\"fontstyle0\">level or<br />lower, </span><span class=\"fontstyle0\">nothing </span><span class=\"fontstyle0\">happens.<br />&bull; </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">targets one creature </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">can see within </span><span class=\"fontstyle0\">30 feet&nbsp;</span><span class=\"fontstyle0\">of it. A crackling cord </span><span class=\"fontstyle0\">of negative </span><span class=\"fontstyle0\">energy </span><span class=\"fontstyle0\">tethers the<br />lich to the target. Whenever the lich </span><span class=\"fontstyle0\">takes </span><span class=\"fontstyle0\">damage, the target must make </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">DC 18 </span><span class=\"fontstyle0\">Constitution saving&nbsp;</span><span class=\"fontstyle0\">throw. </span><span class=\"fontstyle0\">On a </span><span class=\"fontstyle0\">failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative </span><span class=\"fontstyle0\">count </span><span class=\"fontstyle0\">20 on the next </span><span class=\"fontstyle0\">round </span><span class=\"fontstyle0\">or until the lich </span><span class=\"fontstyle0\">or </span><span class=\"fontstyle0\">the target is no lon</span><span class=\"fontstyle0\">ger </span><span class=\"fontstyle0\">in the lich's lair.<br />&bull; </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">calls </span><span class=\"fontstyle0\">forth the </span><span class=\"fontstyle0\">spirits of creatures that </span><span class=\"fontstyle0\">died in its lair. </span><span class=\"fontstyle0\">These apparitions </span><span class=\"fontstyle0\">materialize </span><span class=\"fontstyle0\">and attack </span><span class=\"fontstyle0\">one<br /></span><span class=\"fontstyle0\">creature </span><span class=\"fontstyle0\">that </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">lich </span><span class=\"fontstyle0\">can see within 60 </span><span class=\"fontstyle0\">feet </span><span class=\"fontstyle0\">of </span><span class=\"fontstyle0\">it. The target must </span><span class=\"fontstyle0\">succeed on a </span><span class=\"fontstyle0\">DC 18 </span><span class=\"fontstyle0\">Constitution saving throw, </span><span class=\"fontstyle0\">taking 52 (15d6) necrotic damage </span><span class=\"fontstyle0\">on a </span><span class=\"fontstyle0\">failed&nbsp;</span><span class=\"fontstyle0\">save, or </span><span class=\"fontstyle0\">half </span><span class=\"fontstyle0\">as </span><span class=\"fontstyle0\">much damage </span><span class=\"fontstyle0\">on a success. </span><span class=\"fontstyle0\">The apparitions then disappear.</span> </span></p>",
            "hit_dice": "18d8 + 54",
            "id": 10657,
            "initiative": "+3",
            "name": "Illithilich",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+7, 4d8 + 2 Bludgeoning, if the target is Huge or smaller, it is grappled (escape DC 15) and takes 1d8 + 5 psychic damage at the",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "Underground",
            "family": "Illithid",
            "full_text": "<h1><span class=\"fontstyle0\">ELDER BRAIN<br /></span></h1><p><span class=\"fontstyle2\">L</span><span class=\"fontstyle2\">a</span><span class=\"fontstyle2\">r</span><span class=\"fontstyle2\">g</span><span class=\"fontstyle2\">e </span><span class=\"fontstyle2\">abe</span><span class=\"fontstyle2\">rr</span><span class=\"fontstyle2\">at</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">on, </span><span class=\"fontstyle2\">la</span><span class=\"fontstyle2\">w</span><span class=\"fontstyle2\">ful evi</span><span class=\"fontstyle2\">l</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 10</span><span class=\"fontstyle4\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">210 (20d10 + 100)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> 5&nbsp;</span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">swim 10 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">24&nbsp;(+7)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int +10, Wis +9, Cha +12<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +10, </span><span class=\"fontstyle4\">Deception </span><span class=\"fontstyle4\">+12, lnsight +14, I</span><span class=\"fontstyle4\">nt</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">midation </span><span class=\"fontstyle4\">+12,&nbsp;</span><span class=\"fontstyle4\">P</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">rsuas</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">+12<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">bli</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">ds</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ght 120 f</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Per</span><span class=\"fontstyle4\">c</span><span class=\"fontstyle4\">ep</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">io</span><span class=\"fontstyle4\">n 14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">nd</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">st</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">ds Common</span><span class=\"fontstyle4\">, Deep Speech, and&nbsp;</span><span class=\"fontstyle4\">Undercommon </span><span class=\"fontstyle4\">but can't speak, t</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">epathy 5 </span><span class=\"fontstyle4\">miles<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">14 (11,500 XP}</span></p><hr /><p><span class=\"fontstyle5\"><strong>Creature Sense.</strong> </span><span class=\"fontstyle4\">The elder brain is aware ofthe presence of creatures within 5 miles ofit that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a </span><span class=\"fontstyle2\">mind blank&nbsp;</span><span class=\"fontstyle4\">spell, a </span><span class=\"fontstyle2\">nondetection </span><span class=\"fontstyle4\">spell, or similar magic can't be perceived in this manner.<br /></span></p><p><span class=\"fontstyle5\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle4\">The elder brain's innate spellcasting ability is Intelligence (spell </span><span class=\"fontstyle3\">save </span><span class=\"fontstyle4\">DC </span><span class=\"fontstyle3\">18). </span><span class=\"fontstyle4\">It can innately cast the following spells, requiring no components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle2\">detect thoughts, levitate<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle2\">dominate monster, plane shift </span><span class=\"fontstyle4\">(self only)<br /></span></p><p><span class=\"fontstyle5\"><strong>Legendary Resistance (3/Day).</strong> </span><span class=\"fontstyle4\">If the elder brain fails a saving throw, it can choose to succeed instead.<br /></span></p><p><strong><span class=\"fontstyle5\">Magic </span></strong><span class=\"fontstyle2\"><strong>Resistance.</strong> </span><span class=\"fontstyle4\">The elder brain has advantage on saving throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle5\"><strong>Telepathic Hub.</strong> </span><span class=\"fontstyle4\">The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Tentacle.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 30 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">20 (4d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15} and takes 9 (1d8&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">5) psychic damage at the start ofeach of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.<br /></span><span class=\"fontstyle4\"><br /></span><span class=\"fontstyle5\"><strong>Mind Blast (Recharge 5-6).</strong> </span><span class=\"fontstyle4\">The elder brain magically emits psychic energy. Creatures ofthe elder brain's choice within 60 feet of it must succeed on a DC 18 Intell</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">gence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span></p><p><span class=\"fontstyle5\"><strong>Psychic Link.</strong> </span><span class=\"fontstyle4\">The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link </span><span class=\"fontstyle3\">ends, </span><span class=\"fontstyle4\">the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can</span><span class=\"fontstyle4\">,&nbsp;</span><span class=\"fontstyle4\">use an<br />action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Sense Thoughts.</strong> </span><span class=\"fontstyle4\">The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one </span><span class=\"fontstyle3\">idea </span><span class=\"fontstyle4\">or feels a particular emotion. The target<br />contests this attempt with a Wisdom (Insight) check. Ifthe elder brain succeeds, the mind believes the deception for 1 hour or until evidence ofthe lie is presented to the target.</span></p><hr /><p><strong><span class=\"fontstyle0\">LE</span><span class=\"fontstyle0\">G</span><span class=\"fontstyle0\">ENDARY </span><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle4\">The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn.<br /></span></p><p><span class=\"fontstyle4\"><strong>Tentacle.</strong> The elder brain makes a tentacle attack.<br /></span></p><p><strong><span class=\"fontstyle3\">Break </span></strong><span class=\"fontstyle4\"><strong>Concentration.</strong> The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level ofthe spell.</span></p><p><span class=\"fontstyle3\"><strong>Psychic Pulse.</strong> </span><span class=\"fontstyle4\">The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.<br /></span></p><p><span class=\"fontstyle3\"><strong>Sever Psychic Link.</strong> </span><span class=\"fontstyle4\">The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their </span><span class=\"fontstyle0\">thoughts </span><span class=\"fontstyle0\">and authoring their dreams.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Psychic Infiltrators.</strong> </span><span class=\"fontstyle0\">When an elder brain infiltrates a mind, it alters the creature's perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain's intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">When its insidious suggestions fail to take hold, an elder brain asserts its dominance more </span><span class=\"fontstyle0\">directly. </span><span class=\"fontstyle0\">It seizes control of a resistant mind and controls the creature's body as it would a puppet. Against the rare, strong willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the&nbsp;</span><span class=\"fontstyle0\">upstart's </span><span class=\"fontstyle0\">mind, rendering the creature a thoughtless,&nbsp;</span><span class=\"fontstyle0\">drooling </span><span class=\"fontstyle0\">shell.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Devourer </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Thoughts.</strong> </span><span class=\"fontstyle0\">An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don't bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">When a mind flayer </span><span class=\"fontstyle0\">perishes, </span><span class=\"fontstyle0\">the elder brain's servants feed the contents of its skull to their master, which absorbs the illithid's brain and all the </span><span class=\"fontstyle0\">knowledge </span><span class=\"fontstyle0\">and experience contained therein. In this way the elder brain continually </span><span class=\"fontstyle0\">increases </span><span class=\"fontstyle0\">its </span><span class=\"fontstyle0\">knowledge, </span><span class=\"fontstyle0\">uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this \"oneness\" as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens-for an elder brain can evoke the persona of any illithid it has ever </span><span class=\"fontstyle0\">absorbed.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Hive Mind.</strong> </span><span class=\"fontstyle0\">Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony </span><span class=\"fontstyle0\">acts&nbsp;</span><span class=\"fontstyle0\">like a single organism, acting in concert as if each illithid were the digit of a hand.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Ego Unhindered.</strong> </span><span class=\"fontstyle0\">Each elder brain considers itself and its desires the most </span><span class=\"fontstyle0\">important </span><span class=\"fontstyle0\">things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each </span><span class=\"fontstyle0\">presides </span><span class=\"fontstyle0\">over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous </span><span class=\"fontstyle0\">proposition. </span><span class=\"fontstyle4\">If </span><span class=\"fontstyle0\">forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or </span><span class=\"fontstyle0\">impossible.&nbsp;</span></span></p><hr /><p>&nbsp;</p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle0\">AN ELDER BRAIN'S LAIR<br /></span></strong></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly&nbsp;</span><span class=\"fontstyle0\">glowing </span><span class=\"fontstyle0\">brine pool, filled with foul and brackish water infused with the elder brain's vital fluids and with psionic energy.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle3\">LAIR </span><span class=\"fontstyle0\">ACTIONS<br /></span></strong></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair<br />action two rounds in </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">row:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><span class=\"fontstyle0\">&bull; </span><span class=\"fontstyle0\">The elder brain casts </span><span class=\"fontstyle5\"><em>wall of force.</em><br /></span><span class=\"fontstyle0\">&bull; </span><span class=\"fontstyle0\">The elder brain targets one </span><span class=\"fontstyle0\">friendly </span><span class=\"fontstyle0\">creature it can&nbsp;</span><span class=\"fontstyle0\">sense </span><span class=\"fontstyle0\">within 120 feet of it. The target has a flash of<br />inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end<br />of its next turn. </span><span class=\"fontstyle4\">If </span><span class=\"fontstyle0\">the target doesn't or can't use this benefit in that time, the inspiration is lost.<br /></span><span class=\"fontstyle0\">&bull; </span><span class=\"fontstyle0\">The elder brain targets one creature it can </span><span class=\"fontstyle0\">sense&nbsp;</span><span class=\"fontstyle0\">within 120 feet of it and anchors it by sheer force of<br />will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space.<br />It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span> <br /> </span></p><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\"><strong>REGIONAL EFFECTS</strong><br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or<br />more of the following effects:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><span class=\"fontstyle0\">&bull; Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.<br />&bull; The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature<br />that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is<br />first established. </span><span class=\"fontstyle2\">If </span><span class=\"fontstyle0\">the check succeeds, the creature is</span>&nbsp;<span class=\"fontstyle0\">aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.<br />&bull; Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked.&nbsp;</span><span class=\"fontstyle2\">If </span><span class=\"fontstyle0\">the elder brain dies, these effects immediately end.</span> <br /> </span></p>",
            "hit_dice": "20d10 + 100",
            "id": 10658,
            "initiative": "+0",
            "name": "Elder Brain",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+9, 4d10 + 5 Psychic, if the target is Large or smaller, it is grappled (escape DC 14) and stunned (DC 17 Intelligence)",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Underground",
            "family": "Illithid",
            "full_text": "<h1><span class=\"fontstyle0\">ULITHARID<br /></span></h1><p><span class=\"fontstyle1\">Large abe</span><span class=\"fontstyle1\">rration,</span><span class=\"fontstyle1\">&nbsp;</span><span class=\"fontstyle1\">lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (</span><span class=\"fontstyle4\">breastplate)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">127 (17d10</span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">34)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int </span><span class=\"fontstyle3\">+9, </span><span class=\"fontstyle4\">Wis </span><span class=\"fontstyle3\">+8, </span><span class=\"fontstyle4\">Cha +9<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +9, Insight </span><span class=\"fontstyle3\">+8, </span><span class=\"fontstyle4\">Perception +8, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">18<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Deep Speech, Undercommon, telepathy 2 miles<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">9 </span><span class=\"fontstyle4\">(5,000 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Creature Sense.</strong> </span><span class=\"fontstyle4\">The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of </span><span class=\"fontstyle0\">4 </span><span class=\"fontstyle4\">or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. </span><span class=\"fontstyle5\">A </span><span class=\"fontstyle4\">creature protected by a </span><span class=\"fontstyle1\"><em>mind blank</em>&nbsp;</span><span class=\"fontstyle4\">spell, a </span><span class=\"fontstyle1\">nondetection </span><span class=\"fontstyle4\">spell, or similar magic can't be perceived in this manner.<br /></span></p><p><strong><span class=\"fontstyle6\">Magic </span></strong><span class=\"fontstyle1\"><strong>Resistance.</strong> </span><span class=\"fontstyle4\">The ulitharid has advantage on saving throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle6\"><strong>Psionic Hub.</strong> </span><span class=\"fontstyle4\">If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required)</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle4\">The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">detect t</span><span class=\"fontstyle1\">h</span><span class=\"fontstyle1\">oughts, levitate<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle1\">confusion, dominate monster, eyebite, feeblemind, mass sugges</span><span class=\"fontstyle1\">t</span><span class=\"fontstyle1\">i</span><span class=\"fontstyle1\">o</span><span class=\"fontstyle1\">n, plane shift </span><span class=\"fontstyle4\">(self only), </span><span class=\"fontstyle1\">project image, scrying, telekinesis</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Tentacles.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach 10 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one creature. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.<br /></span></p><p><span class=\"fontstyle6\"><strong>Extract Brain.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach 5 ft., one&nbsp;</span><span class=\"fontstyle4\">in</span><span class=\"fontstyle4\">capacitated humanoid grappled by the ulitharid. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.<br /></span></p><p><span class=\"fontstyle6\"><strong>Mind Blast (Recharge 5-6).</strong> </span><span class=\"fontstyle4\">The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Master Minds.</strong> </span><span class=\"fontstyle0\">Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested </span><span class=\"fontstyle3\">with </span><span class=\"fontstyle0\">power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid's ambitions accordingly.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Birth of a Colony.</strong> </span><span class=\"fontstyle0\">When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn't </span><span class=\"fontstyle3\">work </span><span class=\"fontstyle0\">on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Extractor Staff.</strong> </span><span class=\"fontstyle0\">Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels<br />it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain.</span> </span></p>",
            "hit_dice": "17d10 + 34",
            "id": 10659,
            "initiative": "+1",
            "name": "Ulitharid",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 4d8 + 2 Psychic, If Large or smaller grappled (escape DC 13) and stunned (DC 13 Intelligence)",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Underground",
            "family": "Illithid, Beholder",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\"><span class=\"fontstyle5\">MINDWITNESS</span></span></h1><p><span class=\"fontstyle0\"><span class=\"fontstyle5\">Large aberration, lawful evil</span></span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">15 (natural armor)</span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> </span><span class=\"fontstyle3\">75 (10d10&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">20)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> 0&nbsp;</span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">fly 20 ft. (hover)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Saving Throws</strong> </span><span class=\"fontstyle3\">Int +5, Wis </span><span class=\"fontstyle2\">+5<br /></span></p><p><span class=\"fontstyle2\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">+8<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle3\">prone<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 120 ft., passive </span><span class=\"fontstyle3\">Perception </span><span class=\"fontstyle3\">18<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Deep Speech, </span><span class=\"fontstyle3\">Undercommon, telepathy 600 </span><span class=\"fontstyle3\">ft.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">5 (1,800 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Telepathic Hub.</strong> </span><span class=\"fontstyle3\">When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.&nbsp;</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle3\">The mindwitness makes two attacks: one with its tentacles and one with its bite.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+5 to hit, reach 5 ft., one creature.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">16 (4d6 + 2) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Tentacles.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+5 to hit, reach 5 ft., one creature. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.<br /></span></p><p><span class=\"fontstyle6\"><strong>Eye Rays.</strong> </span><span class=\"fontstyle3\">The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle7\">1. </span><span class=\"fontstyle0\">Aversion Ray. </span><span class=\"fontstyle3\">The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span><span class=\"fontstyle0\">2</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Fear Ray. </span><span class=\"fontstyle3\">The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1&nbsp;minute. The target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success.<br /></span><span class=\"fontstyle0\">3. </span><span class=\"fontstyle0\">Psychic Ray. </span><span class=\"fontstyle3\">The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.<br /></span><span class=\"fontstyle7\">4. </span><span class=\"fontstyle0\">Slowing Ray. </span><span class=\"fontstyle3\">The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1&nbsp;minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span><span class=\"fontstyle0\">5. Stunning Ray. </span><span class=\"fontstyle3\">The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.<br />6. </span><span class=\"fontstyle0\">Telekinetic Ray. </span><span class=\"fontstyle3\">If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">If </span><span class=\"fontstyle2\">the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.<br /></span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle2\">Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers.<br /></span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle3\"><strong>Telepathic Hub.</strong> </span><span class=\"fontstyle2\">The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information.<br /></span></span></p><p><span class=\"fontstyle3\"><span class=\"fontstyle3\"><strong>Solitary Seekers.</strong> </span><span class=\"fontstyle0\">If </span><span class=\"fontstyle2\">separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters.</span> </span></p>",
            "hit_dice": "10d10 + 20",
            "id": 10660,
            "initiative": "+2",
            "name": "Mindwitness",
            "reference": "Usergen",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+6, 3d8 + 2 Bludgeoning, if Large or smaller grappled (escape DC 14), restrained and 3d8 + 2 bludgeoning damage",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "Any",
            "family": "Aberration",
            "full_text": "<h1><span class=\"fontstyle0\">MORKOTH<br /></span></h1><p><span class=\"fontstyle1\">Medium aberration, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">17 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">130 (20d8 </span><span class=\"fontstyle0\">+ 40)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">25 ft., swim 50</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle0\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Dex +6, Int </span><span class=\"fontstyle3\">+9, </span><span class=\"fontstyle0\">Wis +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Arcana +9, History +9, Perception +10, Stealth +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle0\">bludgeoning, piercing, </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">slashing </span><span class=\"fontstyle0\">from&nbsp;</span><span class=\"fontstyle0\">nonmagical attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">blindsight </span><span class=\"fontstyle0\">30 ft., </span><span class=\"fontstyle0\">darkvision </span><span class=\"fontstyle0\">120 ft., passive&nbsp;</span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">20<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">telepathy </span><span class=\"fontstyle0\">120 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">11 (7,200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Amphibious.</strong> </span><span class=\"fontstyle0\">The morkoth can breathe air and water.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle0\">The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle1\">acid splash, mage hand, mending, ray of frost, shocking grasp<br /></span><span class=\"fontstyle0\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">detect magic, identify, shield, witch bolt<br /></span><span class=\"fontstyle0\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">darkness, detect thoughts, shatter<br /></span><span class=\"fontstyle0\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">dispel magic, lightning bolt, sending<br /></span><span class=\"fontstyle0\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">dimension door, Evard's black tentacles<br /></span><span class=\"fontstyle0\"><em>5th level (3 slots):</em> </span><span class=\"fontstyle1\">geas, scrying<br /></span><em><span class=\"fontstyle0\">6th level </span><span class=\"fontstyle0\">(1&nbsp;</span></em><span class=\"fontstyle0\"><em>slot):</em> </span><span class=\"fontstyle1\">chain lightning</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">9 (2d6 + 2) slashing damage</span><span class=\"fontstyle0\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Tentacles.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 15&nbsp;ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes&nbsp;15</span><span class=\"fontstyle0\">&nbsp;(3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns, and the morkoth can't use its tentacles on another target.<br /></span></p><p><span class=\"fontstyle6\"><strong>Hypnosis.</strong> </span><span class=\"fontstyle0\">The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.</span></p><hr /><p><span class=\"fontstyle3\"><strong>REACTIONS</strong><br /></span></p><p><span class=\"fontstyle6\"><strong>Spell Reflection.</strong> </span><span class=\"fontstyle0\">If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle2\">Spawned by a </span></strong><span class=\"fontstyle3\"><strong>God.</strong> </span><span class=\"fontstyle0\">Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified </span><span class=\"fontstyle4\">husk. </span><span class=\"fontstyle0\">This corpse floated up against a pearlescent remnant of celestial matter imbued </span><span class=\"fontstyle3\">with&nbsp;</span><span class=\"fontstyle0\">life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity's rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god's petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>No Rhyme or Reason.</strong> </span><span class=\"fontstyle0\">A morkoth's island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \"guests\" comfortable.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">The pearly matter inside an island enables it to glide on planar currents, maintains the island's environment, and keeps the place safe from harmful external effects. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth's isle travels with </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others<br />are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a<br />morkoth learns to control its island's movement, so the island goes wherever its master wishes.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Primeval Hoarders.</strong> </span><span class=\"fontstyle0\">Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They<br />desire anything they don't possess, have no scruples about taking what they crave, and endeavor to keep everything they collect.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster<br />hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its<br />collection. Some inhabitants, such as descendants of original prisoners, might </span><span class=\"fontstyle0\">view </span><span class=\"fontstyle0\">the morkoth as a ruler or a god. A morkoth's storehouse of wealth and lore </span><span class=\"fontstyle0\">attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. </span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires. No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow.</span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept.</span></span></p><hr /><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle3\">A </span><span class=\"fontstyle3\">MORKOTH</span><span class=\"fontstyle3\">'</span><span class=\"fontstyle3\">S LAIR<br /></span></strong></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair<br />is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious<br />vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its<br />center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.<br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle0\">A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).</span> </span></p><p><span class=\"fontstyle0\"><strong> <span class=\"fontstyle0\">LAIR </span></strong><span class=\"fontstyle2\"><strong>ACTIONS</strong><br /></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\">When fighting inside its lair, a morkoth can invoke the ambient magic of the island to take lair actions. On ini</span><span class=\"fontstyle2\">tiative count 20 (losing initiative ties), the morkoth takes&nbsp;</span><span class=\"fontstyle2\">a lair action to cause one of the effects described below:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><span class=\"fontstyle2\">&bull; The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. </span><span class=\"fontstyle2\">It </span><span class=\"fontstyle2\">doesn't need to see the effect's point of origin.<br />&bull; The morkoth casts </span><span class=\"fontstyle3\">darkness, dispel magic, </span><span class=\"fontstyle2\">or </span><span class=\"fontstyle3\">misty step, </span><span class=\"fontstyle2\">using Intelligence as its spellcasting ability and<br />without expending a spell slot.<br /></span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle0\">REGIONAL EFFECTS<br /></span></strong></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\">The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:<br /></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><span class=\"fontstyle2\">&bull; The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum.<br />As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as<br />though they are being watched, even when they aren't.<br />&bull; Each time a creature that has been on the island for less than a year finishes a short or long rest, it must<br />make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but conc<span class=\"fontstyle0\">ealed for a short time, so it can be recovered with a successful DC </span><span class=\"fontstyle0\">15 </span><span class=\"fontstyle0\">Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. </span><span class=\"fontstyle2\">If </span><span class=\"fontstyle0\">the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.<br />&bull; Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.<br />&bull; With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes<br />effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in<br />clarity from murky to clear).&nbsp;</span></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><span class=\"fontstyle2\">If </span><span class=\"fontstyle0\">the morkoth dies, these regional effects end immediately.</span> <br /> </span><br /> </span></p>",
            "hit_dice": "20d8 + 40",
            "id": 10661,
            "initiative": "+2",
            "name": "Morkoth",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+3, 1d4 + 1 Piercing + 2d6 Poison, DC 10 Constitution or poisoned for 1 minute",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Any",
            "family": "Neogi",
            "full_text": "<h1><span class=\"fontstyle0\">NEOGI HATCHLING<br /></span></h1><p><span class=\"fontstyle2\">Tiny aberration, lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">11<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">7 (3d4)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">climb 20 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception 10<br /></span></p><p><strong><span class=\"fontstyle3\">Languages ---</span></strong></p><p><strong><span class=\"fontstyle3\">Challenge </span></strong><span class=\"fontstyle4\">1/8 (25 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Mental Fortitude.</strong> </span><span class=\"fontstyle4\">The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.<br /></span><strong><span class=\"fontstyle6\">Spider </span></strong><span class=\"fontstyle2\"><strong>Climb.</strong> </span><span class=\"fontstyle4\">The hatchling can climb dtfficult surfaces, including upside down on ceilings, without needing to make an ability check.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 </span><span class=\"fontstyle4\">ft</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">3 (ld4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span> </p>",
            "hit_dice": "3d4",
            "id": 10662,
            "initiative": "+1",
            "name": "Neogi Hatchling",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 1d6 + 3 Piercing + 4d6 Poison, DC 12 Constitution or poisoned for 1 minute",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Neogi",
            "full_text": "<h1><span class=\"fontstyle6\"> <span class=\"fontstyle0\">NEOGI<br /></span></span></h1><p><span class=\"fontstyle6\"><span class=\"fontstyle1\">Small aberration, lawful evil</span></span></p><hr /><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Armor Class</strong> 15</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">(natural armor)<br /></span></span></p><p><span class=\"fontstyle6\"><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">33 (6d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">12)<br /></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.,</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">climb </span><span class=\"fontstyle0\">30 ft.<br /></span></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Intimidation </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">+3<br /></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision 60 </span><span class=\"fontstyle0\">ft., passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">13<br /></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Common, </span><span class=\"fontstyle0\">Deep Speech, </span><span class=\"fontstyle0\">Undercommon<br /></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">3 </span><span class=\"fontstyle0\">(700 XP)</span></span></p><hr /><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><strong>Mental Fortitude.</strong> <span class=\"fontstyle4\">The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.<br /></span><strong><span class=\"fontstyle6\">Spider </span></strong><span class=\"fontstyle2\"><strong>Climb.</strong> </span><span class=\"fontstyle4\">The hatchling can climb dtfficult surfaces, including upside down on ceilings, without needing to make an ability check.</span></span></span></p><hr /><p><span class=\"fontstyle6\"><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle0\">The neogi makes two attacks: one with its bite and one with its claws.<br /></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+5 to hit, reach 5 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At arget can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success.</span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle6\"><strong>Claws.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+5 to hit, reach 5 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle0\">8 (2d4 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">3) slashing </span><span class=\"fontstyle0\">damage.&nbsp;</span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle6\"><strong>Enslave (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle0\">The neogi targets one creature it can see within 30 feet of </span><span class=\"fontstyle0\">it. </span><span class=\"fontstyle0\">The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1&nbsp;mile. Whenever the charmed target takes damage, </span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">t </span><span class=\"fontstyle0\">can repeat the saving throw, ending the effect<br />on itself on </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle0\">success.</span></span></p><hr /><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"> <span class=\"fontstyle0\">Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.&nbsp;</span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Alien Tyrants.</strong> </span><span class=\"fontstyle0\">Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. </span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle0\">Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. </span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle0\">Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.<br /></span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><strong><span class=\"fontstyle3\">Cycle </span></strong><span class=\"fontstyle2\"><strong>of Death and Life.</strong> </span><span class=\"fontstyle0\">A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.<br /></span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle2\"><strong>Hierarchy of Ownership.</strong> </span><span class=\"fontstyle0\">Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young<br />umber hulk. </span></span></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle0\">Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify </span><span class=\"fontstyle4\">rank, </span><span class=\"fontstyle0\">achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.</span></span><strong><br /></strong></span></p><p><span class=\"fontstyle6\"><span class=\"fontstyle0\"><span class=\"fontstyle0\"> <span class=\"fontstyle0\">Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils </span><span class=\"fontstyle2\">when </span><span class=\"fontstyle0\">doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil&nbsp;</span><span class=\"fontstyle0\">individuals, </span><span class=\"fontstyle0\">or creatures that are formidable enough to treat with the neogi as equals. Neog~ traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.</span> <br /> </span></span></span></p>",
            "hit_dice": "6d6 + 12",
            "id": 10663,
            "initiative": "+3",
            "name": "Neogi",
            "reference": "Usergen",
            "size": "Small",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "+5, 1d6 + 3 Piercing + 4d6 Poison, DC 12 Constitution or poisoned for 1 minute",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Neogi",
            "full_text": "<h1><span class=\"fontstyle0\">NEOGI MASTER<br /></span></h1><p><span class=\"fontstyle2\">Medium aberration, lawful evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">15 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">71 (13</span><span class=\"fontstyle4\">d6 </span><span class=\"fontstyle4\">+ 26)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft., climb 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Wis +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +5, </span><span class=\"fontstyle4\">Deception </span><span class=\"fontstyle4\">+6, </span><span class=\"fontstyle4\">Intimidation </span><span class=\"fontstyle4\">+6, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3,&nbsp;</span><span class=\"fontstyle4\">Persuasion </span><span class=\"fontstyle4\">+6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft. (penetrates magical darkness), passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Deep Speech, </span><span class=\"fontstyle4\">Undercommon, telepathy </span><span class=\"fontstyle4\">30 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">4 </span><span class=\"fontstyle4\">(1,100 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Mental </span></strong><span class=\"fontstyle6\"><strong>Fortitude.</strong> </span><span class=\"fontstyle4\">The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.</span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The neogi is a 7th-level spellcaster. Its spellcasting ability </span><span class=\"fontstyle4\">is </span><span class=\"fontstyle4\">Charisma (spell save DC 14, +6 to hit with spell&nbsp;</span><span class=\"fontstyle4\">attacks)</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips </span></em><span class=\"fontstyle4\"><em>(at will):</em> </span><span class=\"fontstyle2\">eldritch blast </span><span class=\"fontstyle4\">(range 300 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">+4 bonus to each&nbsp;</span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">roll), </span><span class=\"fontstyle2\">guidance, mage hand, minor illusion, prestidigitation, vicious mockery<br /></span><span class=\"fontstyle4\"><em>1st-4th level (2 4th-level slots):</em> </span><span class=\"fontstyle2\">arms of Hadar, counterspell,&nbsp;</span><span class=\"fontstyle2\">dimension </span><span class=\"fontstyle2\">door, fear, hold person, hunger of Hadar, invisibility, unseen servant<br /></span></p><p><span class=\"fontstyle6\"><strong>Spider Climb.</strong> </span><span class=\"fontstyle4\">The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The neogi makes two attacks: one with its bite and one with its claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) piercing </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. Atarget can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claws.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 </span><span class=\"fontstyle4\">to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">8 (2d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) piercing damage.</span></p><p><strong><span class=\"fontstyle6\">Enslave (Recharges </span><span class=\"fontstyle6\">after </span><span class=\"fontstyle6\">a Short or Long Rest). </span></strong><span class=\"fontstyle4\">The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be </span><span class=\"fontstyle4\">magically&nbsp;</span><span class=\"fontstyle4\">charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can </span><span class=\"fontstyle4\">communicate telepath</span><span class=\"fontstyle4\">ically </span><span class=\"fontstyle4\">with each other at a distance of up to 1 mile. </span><span class=\"fontstyle4\">Whenever </span><span class=\"fontstyle4\">the charmed target takes </span><span class=\"fontstyle4\">d</span><span class=\"fontstyle4\">amage, </span><span class=\"fontstyle4\">it can repeat the saving throw, ending the effect on itself on a success.</span></p>",
            "hit_dice": "13d6 + 26",
            "id": 10664,
            "initiative": "+3",
            "name": "Neogi Master",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+13, 3d8 + 8 Bludgeoning + 3d8 Psychic, if Large or smaller Swallowed (DC 18 Strength)",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "Underground",
            "family": "Illithid",
            "full_text": "<h1><span class=\"fontstyle0\">NEOTHELID<br /></span></h1><p><span class=\"fontstyle1\">Gargantuan aberration, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">325 (21d20 + 105)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">27&nbsp;(+8)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">21&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int +1, Wis +8, Cha +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight </span><span class=\"fontstyle4\">120 ft., passive Perception 13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">13 (10,000 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Creature Sense.</strong> </span><span class=\"fontstyle4\">The neothelid is aware of the presence of creatures within 1&nbsp;mile of it that have an </span><span class=\"fontstyle4\">Intelligence </span><span class=\"fontstyle4\">score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature </span><span class=\"fontstyle4\">protected </span><span class=\"fontstyle4\">by a </span><span class=\"fontstyle1\">mind blank&nbsp;</span><span class=\"fontstyle4\">spell, a </span><span class=\"fontstyle1\">nondetection </span><span class=\"fontstyle4\">spell, or similar magic can't be </span><span class=\"fontstyle4\">perceived&nbsp;</span><span class=\"fontstyle4\">in this manner.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting (Psionics).</strong> </span><span class=\"fontstyle4\">The neothelid's innate spellcasting ability </span><span class=\"fontstyle4\">is </span><span class=\"fontstyle4\">Wisdom (spell save DC 16). It can innately cast the following spells, </span><span class=\"fontstyle4\">requ</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ring </span><span class=\"fontstyle4\">no components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle1\">levitate<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle1\">confusion, feeblemind, </span><span class=\"fontstyle1\">telekinesis<br /></span></p><p><span class=\"fontstyle6\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The neothelid has </span><span class=\"fontstyle4\">advantage </span><span class=\"fontstyle4\">on saving throws against spells and other magical effects.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Tentacles.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+13 to hit, reach 15 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">21 (3d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">8) bludgeoning damage plus 13 (3d8) psychic </span><span class=\"fontstyle4\">damage. </span><span class=\"fontstyle4\">If the target </span><span class=\"fontstyle4\">is </span><span class=\"fontstyle4\">a Large or smaller creature, it must succeed on a DC 18 </span><span class=\"fontstyle4\">Strength </span><span class=\"fontstyle4\">saving throw or be swallowed by the neothelid. Aswallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the </span><span class=\"fontstyle4\">neothe</span><span class=\"fontstyle4\">lid, </span><span class=\"fontstyle4\">and it takes 35 (10d6) acid damage at the start of each </span><span class=\"fontstyle4\">of </span><span class=\"fontstyle4\">the neothelid's turns. If the neothelid takes 30 </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">or more on a single turn from a creature inside </span><span class=\"fontstyle4\">it, </span><span class=\"fontstyle4\">the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all </span><span class=\"fontstyle4\">swallowed </span><span class=\"fontstyle4\">creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a </span><span class=\"fontstyle4\">swallowed&nbsp;</span><span class=\"fontstyle4\">creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.<br /></span></p><p><strong><span class=\"fontstyle1\">Acid Breath (Recharge </span></strong><span class=\"fontstyle6\"><strong>5-6).</strong> </span><span class=\"fontstyle4\">The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">on a failed save, or half as much damage on a successful one.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">A </span><span class=\"fontstyle0\">slime-covered </span><span class=\"fontstyle0\">worm of immense size, a neothelid is the result of the mind flayer </span><span class=\"fontstyle0\">reproductive </span><span class=\"fontstyle0\">cycle gone&nbsp;</span><span class=\"fontstyle0\">horribly </span><span class=\"fontstyle0\">wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that </span><span class=\"fontstyle0\">happens, </span><span class=\"fontstyle0\">the colony's tadpoles are </span><span class=\"fontstyle0\">suddenly </span><span class=\"fontstyle0\">freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretak</span><span class=\"fontstyle0\">ers. </span><span class=\"fontstyle0\">Driven by </span><span class=\"fontstyle0\">hunger, </span><span class=\"fontstyle0\">they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a </span><span class=\"fontstyle0\">neothelid.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Abhorrent </span><span class=\"fontstyle3\">to </span></strong><span class=\"fontstyle2\"><strong>lllithids.</strong> </span><span class=\"fontstyle0\">Among the strongest taboos in illithid society is the idea of </span><span class=\"fontstyle0\">allowing a </span><span class=\"fontstyle0\">mature tadpole to<br />survive without </span><span class=\"fontstyle0\">implanting </span><span class=\"fontstyle0\">it into a donor brain. Under normal circumstances, any </span><span class=\"fontstyle0\">tadpole </span><span class=\"fontstyle0\">that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives </span><span class=\"fontstyle0\">beyond </span><span class=\"fontstyle0\">that state </span><span class=\"fontstyle0\">is </span><span class=\"fontstyle0\">perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the </span><span class=\"fontstyle0\">abomination. </span><span class=\"fontstyle0\">Lacking enough intelligence to be </span><span class=\"fontstyle0\">detected </span><span class=\"fontstyle0\">by an elder brain's power to sense thoughts, neothelids warrant such precautions.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Savage Behemoth.</strong> </span><span class=\"fontstyle0\">As a feral thing, a neothelid knows nothing beyond the predatory existence </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">has lived so far and struggles to comprehend its new psionic&nbsp;</span><span class=\"fontstyle0\">abilities. </span><span class=\"fontstyle0\">Neothelids prowl subterranean </span><span class=\"fontstyle0\">passages </span><span class=\"fontstyle0\">in search of more brains to sate their constant hunger,&nbsp;</span><span class=\"fontstyle0\">growing </span><span class=\"fontstyle0\">ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the </span><span class=\"fontstyle0\">pulsing </span><span class=\"fontstyle0\">brain </span><span class=\"fontstyle0\">unharmed. </span><span class=\"fontstyle0\">They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.</span></span></p>",
            "hit_dice": "21d20 + 105",
            "id": 10665,
            "initiative": "-2",
            "name": "Neothelid",
            "reference": "Usergen",
            "size": "Gargantuan",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+ 4, 1d6 Bludgeoning",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Any",
            "family": "Humanoid (Goblin)",
            "full_text": "<h1><span class=\"fontstyle0\">NILBOG<br /></span></h1><p><span class=\"fontstyle1\">Small humanoid (goblinoid), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">13 (leather armor)<br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">7 (2d6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8 (-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Stealth +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception </span><span class=\"fontstyle4\">9<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">G</span><span class=\"fontstyle4\">ob</span><span class=\"fontstyle4\">lin<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\">At will: </span><span class=\"fontstyle1\">mage hand, Tasha's hideous laughter</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">vicious mockery<br /></span><span class=\"fontstyle4\">1/day: </span><span class=\"fontstyle1\">confusion<br /></span></p><p><span class=\"fontstyle6\"><strong>Nilbogism.</strong> </span><span class=\"fontstyle4\">Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog</span><span class=\"fontstyle4\">.&nbsp;</span><span class=\"fontstyle4\">The nilbog can't regain hit points, including through magical healing, except through its reversal of Fortune reaction.<br /></span></p><p><span class=\"fontstyle6\"><strong>Nimble Escape.</strong> </span><span class=\"fontstyle4\">The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Fool's Scepter.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) bludgeoning damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shortbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to h</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t, range 80/320 ft.</span><span class=\"fontstyle4\">,&nbsp;</span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) piercing damage.</span></p><hr /><p><strong><span class=\"fontstyle3\">REACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Reversal of Fortune.</strong> </span><span class=\"fontstyle4\">In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.</span></p><hr /><p><span class=\"fontstyle0\">When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle0\">the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog (\"goblin\" spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.</span></p><p><span class=\"fontstyle2\"><strong>Goblins' Revenge.</strong> </span><span class=\"fontstyle0\">When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just<br />prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it<br />well and give it respect and praise.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>No Joking Matter.</strong> </span><span class=\"fontstyle0\">The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position ofjester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior.</span></p><hr /><p><strong><span class=\"fontstyle3\">NILBOGISM<br /></span></strong></p><p><span class=\"fontstyle0\">A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.<br />A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While<br />possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as </span><span class=\"fontstyle4\">hallow, </span><span class=\"fontstyle5\">magic </span><span class=\"fontstyle4\">circle, </span><span class=\"fontstyle0\">or </span><span class=\"fontstyle5\">protection&nbsp;</span><span class=\"fontstyle5\">from evil </span><span class=\"fontstyle5\">and good, </span><span class=\"fontstyle0\">the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. Agoblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.</span></p>",
            "hit_dice": "2d6",
            "id": 10666,
            "initiative": "+2",
            "name": "Nilbog",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+5, 2d8 + 3 Slashing, or 2d10 + 3 slashing when used with two hands.",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Underground, Plains, Hills, Mountains",
            "family": "Humanoid (Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">OR</span><span class=\"fontstyle0\">C BLADE OF ILNEVAL<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (orc), chaotic evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle4\"><strong>Class</strong> </span><span class=\"fontstyle4\">18 (chain mail, shield)<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">60 (8d8 + </span><span class=\"fontstyle4\">24)</span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Wis +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception +3, Insight +3, Intimidation </span><span class=\"fontstyle3\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle5\">darkvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle5\">passive Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, Orc<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">4 </span><span class=\"fontstyle4\">(1,100 XP)</span></p><hr /><p>&nbsp;</p><p><strong><span class=\"fontstyle6\">Agg</span><span class=\"fontstyle6\">r</span><span class=\"fontstyle6\">e</span></strong><span class=\"fontstyle6\"><strong>ssive.</strong> </span><span class=\"fontstyle4\">As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.<br /></span></p><p><strong><span class=\"fontstyle6\">Foe Smiter </span><span class=\"fontstyle6\">o</span><span class=\"fontstyle6\">f </span><span class=\"fontstyle2\">ll</span><span class=\"fontstyle2\">n</span><span class=\"fontstyle2\">ev</span><span class=\"fontstyle2\">a</span></strong><span class=\"fontstyle2\"><strong>l.</strong> </span><span class=\"fontstyle4\">The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle2\">Mult</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">atta</span><span class=\"fontstyle2\">c</span><span class=\"fontstyle2\">k</span></strong><span class=\"fontstyle2\"><strong>.</strong> </span><span class=\"fontstyle4\">The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If llneval's Command is available to use, the orc can use it after these attacks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Longsword.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Javelin.</strong> </span><span class=\"fontstyle2\">Melee or Ranged </span><span class=\"fontstyle6\">Weapon </span><span class=\"fontstyle2\">Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft. or range 30/120 ft., one target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">6 (1d6 + 3) piercing damage.<br /></span></p><p><strong><span class=\"fontstyle6\">llneval's Co</span><span class=\"fontstyle6\">m</span></strong><span class=\"fontstyle6\"><strong>mand (Recharge 4-6).</strong> </span><span class=\"fontstyle4\">Up to three allied orcs within 120 feet ofthis ore that can hear it can use their reactions to each make one weapon attack.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Ilneval is Gruumsh's battle captain, a devious strategist who directs Gruumsh's soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that<br />are unpredictable but help to ensure victory.</span> </span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"> <span class=\"fontstyle0\">The wisest among these leaders gain Ilneval's favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries.</span> <br /> </span></span></p>",
            "hit_dice": "8d8 + 24",
            "id": 10667,
            "initiative": "+0",
            "name": "Orc Blade of Ilneval",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d8 + 2 Slashing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Underground, Plains, Hills, Mountains",
            "family": "Humanoid (Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">ORC </span><span class=\"fontstyle2\">CLAW </span><span class=\"fontstyle0\">OF LUTHIC<br /></span></h1><p><span class=\"fontstyle3\">Medium humanoid (ore), chaotic evil</span></p><hr /><p><strong><span class=\"fontstyle2\">Armor </span></strong><span class=\"fontstyle4\"><strong>Class</strong> 14 (hide armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle2\"><strong>Points</strong> </span><span class=\"fontstyle4\">45 (6d8 + 18)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Intimidation +2, Medicine +4, Survival +4<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> darkvision </span><span class=\"fontstyle4\">60 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, Orc<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">2 </span><span class=\"fontstyle2\">(450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Aggressive.</strong> </span><span class=\"fontstyle4\">As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.<br /></span></p><p><strong><span class=\"fontstyle6\">Spe</span><span class=\"fontstyle6\">llc</span><span class=\"fontstyle6\">a</span></strong><span class=\"fontstyle6\"><strong>sting.</strong> </span><span class=\"fontstyle4\">The orc is a 5th-level spellcaster. Its spe</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">lcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ore has the following cleric spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantr</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ps (at </span></em><span class=\"fontstyle0\"><em>will):</em> </span><span class=\"fontstyle3\">guidance, mending, resistance, thaumaturgy<br /></span><em><span class=\"fontstyle4\">1st level </span><span class=\"fontstyle0\">(4 </span></em><span class=\"fontstyle4\"><em>slots):</em> </span><span class=\"fontstyle3\">bane, cure wounds, guiding bolt<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle3\">augury, warding bond<br /></span><span class=\"fontstyle4\"><em>3rd level (2 slots):</em> </span><span class=\"fontstyle3\">bestow curse, create food and water</span></p><hr /><p><strong><span class=\"fontstyle2\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Multiatta</span></strong><span class=\"fontstyle6\"><strong>ck.</strong> </span><span class=\"fontstyle4\">The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle2\">+4 </span><span class=\"fontstyle4\">to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle4\">6 (1d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) slashing damage.</span></p><hr /><p><span class=\"fontstyle0\">Luthic is Gruumsh's wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of ores to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside ore whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learnirtg to use these claws as weapons much as Luthic uses her own.<br /></span></p><p><span class=\"fontstyle0\">Orc females devoted to Luthic are in charge of fortifying and maintaining an ore stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic's disciples are the claws of Luthic, which can use the Cave Mother's magic to heal, protect, and curse.</span> </p>",
            "hit_dice": "6d8 + 18",
            "id": 10668,
            "initiative": "+2",
            "name": "Orc Claw of Luthic",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+3, 2d8 Necrotic",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Underground",
            "family": "Humanoid (Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">ORC HAND OF YURTRUS<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid </span><span class=\"fontstyle2\">(</span><span class=\"fontstyle2\">o</span><span class=\"fontstyle2\">rc</span><span class=\"fontstyle2\">)</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">chaotic evil</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">12 (</span><span class=\"fontstyle0\">h</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">de </span><span class=\"fontstyle0\">armor)<br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">30 </span><span class=\"fontstyle0\">(4</span><span class=\"fontstyle0\">d</span><span class=\"fontstyle0\">8 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle0\">12)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9 (-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Arcana +2, </span><span class=\"fontstyle0\">Int</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">midation </span><span class=\"fontstyle0\">+1, Medicine +4, </span><span class=\"fontstyle0\">Rel</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">g</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">on </span><span class=\"fontstyle0\">+2</span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle0\">da</span><span class=\"fontstyle0\">rk</span><span class=\"fontstyle0\">v</span><span class=\"fontstyle0\">isi</span><span class=\"fontstyle0\">on 60 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle0\">Percept</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">on </span><span class=\"fontstyle0\">12<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle0\">unde</span><span class=\"fontstyle0\">rs</span><span class=\"fontstyle0\">tand</span><span class=\"fontstyle0\">s Common and Orc but can't </span><span class=\"fontstyle4\">speak<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">2 (450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Aggressive.</strong> </span><span class=\"fontstyle0\">As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle0\">The orc is a 4th-level spellcaster</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">Its spellcasting ability is Wisdom (spell save DC 12</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">+4 to </span><span class=\"fontstyle0\">hit </span><span class=\"fontstyle0\">with spell attacks</span><span class=\"fontstyle0\">)</span><span class=\"fontstyle0\">. It requires no verbal components to cast its spells</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">The orc has the following cleric spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle0\">Cantrips (at-wi</span><span class=\"fontstyle0\">ll</span></em><span class=\"fontstyle0\"><em>):</em> </span><span class=\"fontstyle2\">guidance, mending, resis</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">ance, thaumaturgy<br /></span><em><span class=\"fontstyle0\">1st level (4 slots)</span></em><span class=\"fontstyle0\"><em>:</em> </span><span class=\"fontstyle2\">bane, detect magic</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">infl</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">ct wounds</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">protection from evil and good<br /></span><em><span class=\"fontstyle0\">2nd level (3 slots)</span></em><span class=\"fontstyle0\"><em>:</em> </span><span class=\"fontstyle2\">blindness/deafness, </span><span class=\"fontstyle2\">s</span><span class=\"fontstyle2\">ilence</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Touch of the White Hand.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+3 to hit, reach </span><span class=\"fontstyle2\">5 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle2\">Hit</span><span class=\"fontstyle2\">: </span><span class=\"fontstyle0\">9 (2d8) necrotic damage.</span></p><hr /><p><span class=\"fontstyle0\">Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands</span><span class=\"fontstyle0\">.&nbsp;</span></p><p><span class=\"fontstyle0\">Orc priests that oversee the line between life and death are </span><span class=\"fontstyle2\">known </span><span class=\"fontstyle0\">by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called \"white hands\" as a result.<br /></span></p><p><span class=\"fontstyle0\">Every orc knows that the hands of Yurtrus are the tribe's gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh's realm.</span></p><p><span class=\"fontstyle0\">As befits followers of a god who doesn't speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes.</span> </p>",
            "hit_dice": "4d8 + 12",
            "id": 10669,
            "initiative": "+0",
            "name": "Orc Hand of Yurtrus",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d4 + 2 Slashing + 1d4 Necrotic",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Underground",
            "family": "Humanoid (Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">OR</span><span class=\"fontstyle0\">C </span><span class=\"fontstyle0\">NURTUR</span><span class=\"fontstyle0\">ED </span><span class=\"fontstyle0\">ON</span><span class=\"fontstyle0\">E OF </span><span class=\"fontstyle0\">YURTR</span><span class=\"fontstyle0\">U</span><span class=\"fontstyle0\">S<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (orc), chaotic ev</span><span class=\"fontstyle2\">il</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">9<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle3\">(4d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle5\">12)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle5\">ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle5\">darkvision 60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Perception 10<br /></span></p><p><strong><span class=\"fontstyle3\">Lang</span><span class=\"fontstyle3\">u</span></strong><span class=\"fontstyle3\"><strong>ages</strong> </span><span class=\"fontstyle5\">Common</span><span class=\"fontstyle5\">, </span><span class=\"fontstyle4\">Ore</span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">1/2 </span><span class=\"fontstyle5\">(100 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Aggr</span><span class=\"fontstyle6\">e</span><span class=\"fontstyle6\">s</span><span class=\"fontstyle6\">si</span><span class=\"fontstyle6\">ve</span></strong><span class=\"fontstyle6\"><strong>.</strong> </span><span class=\"fontstyle5\">As a bonus act</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">on, the orc can move up to its speed toward a hostile creature that </span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">t can see</span><span class=\"fontstyle5\">.<br /></span></p><p><strong><span class=\"fontstyle6\">Corrupt</span><span class=\"fontstyle6\">e</span><span class=\"fontstyle6\">d </span></strong><span class=\"fontstyle6\"><strong>Carrier.</strong> </span><span class=\"fontstyle5\">When the orc </span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">s reduced to 0&nbsp;</span><span class=\"fontstyle5\">hit points</span><span class=\"fontstyle5\">, </span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">t&nbsp;</span><span class=\"fontstyle5\">e</span><span class=\"fontstyle5\">xp</span><span class=\"fontstyle5\">lo</span><span class=\"fontstyle5\">d</span><span class=\"fontstyle5\">es, and any creature within 10 feet of </span><span class=\"fontstyle5\">it </span><span class=\"fontstyle5\">must make a DC 13 Constitutio</span><span class=\"fontstyle5\">n </span><span class=\"fontstyle5\">saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature po</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">s</span><span class=\"fontstyle5\">oned </span><span class=\"fontstyle5\">by this effect can repeat the save at the end of each of its turn</span><span class=\"fontstyle5\">, </span><span class=\"fontstyle5\">ending the effect on </span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">tself on a success. While poisoned by this effect, a creature can't regain hit points.<br /></span></p><p><strong><span class=\"fontstyle6\">Nurtured One </span><span class=\"fontstyle6\">of Y</span><span class=\"fontstyle6\">u</span><span class=\"fontstyle6\">rtru</span></strong><span class=\"fontstyle6\"><strong>s.</strong> </span><span class=\"fontstyle5\">The orc has advantage on saving throws against poison and disease.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Claws.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack</span><span class=\"fontstyle2\">:</span><span class=\"fontstyle5\">+4 to hi</span><span class=\"fontstyle5\">t, </span><span class=\"fontstyle5\">reach </span><span class=\"fontstyle2\">5 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle5\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle5\">4 (1d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">2) s</span><span class=\"fontstyle5\">l</span><span class=\"fontstyle5\">ash </span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">ng damage plus 2 (1d4) necrotic damage.</span></p><p><strong><span class=\"fontstyle6\">C</span><span class=\"fontstyle6\">o</span><span class=\"fontstyle6\">rr</span><span class=\"fontstyle6\">upte</span><span class=\"fontstyle6\">d V</span><span class=\"fontstyle6\">en</span><span class=\"fontstyle6\">gean</span></strong><span class=\"fontstyle6\"><strong>ce.</strong> </span><span class=\"fontstyle5\">The orc reduces itself to 0&nbsp;</span><span class=\"fontstyle5\">hit points</span><span class=\"fontstyle5\">,&nbsp;</span><span class=\"fontstyle5\">trigger</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">ng its Corrupted Carrier trait</span><span class=\"fontstyle5\">.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priest then minister to those who can be<br />saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of </span><span class=\"fontstyle2\">war. </span><span class=\"fontstyle0\">When ores go to battle, a band of nurtured ones might charge in first - to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks.</span> </span></p>",
            "hit_dice": "4d8 + 12",
            "id": 10670,
            "initiative": "-1",
            "name": "Orc Nurtured One of Yurtrus",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+5, 3d6 + 3 Slashing",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Underground, Plains, Hills, Mountains",
            "family": "Humanoid (Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">ORC RED FANG OF SHARGAAS<br /></span></h1><p><span class=\"fontstyle2\">Medium </span><span class=\"fontstyle3\">humanoid </span><span class=\"fontstyle3\">(orc). </span><span class=\"fontstyle2\">chaotic </span><span class=\"fontstyle2\">evil</span></p><hr /><p><strong><span class=\"fontstyle4\">Armor </span></strong><span class=\"fontstyle5\"><strong>Class</strong> 15 </span><span class=\"fontstyle5\">(studded </span><span class=\"fontstyle5\">leather)<br /></span></p><p><span class=\"fontstyle5\"><strong>Hit Points</strong> </span><span class=\"fontstyle5\">52 (8d8 </span><span class=\"fontstyle6\">+ </span><span class=\"fontstyle5\">16)</span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Intimidation </span><span class=\"fontstyle5\">+1, Perception </span><span class=\"fontstyle5\">+2, </span><span class=\"fontstyle5\">Stealth +5<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">darkvision </span><span class=\"fontstyle5\">60 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">12<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">Common, </span><span class=\"fontstyle5\">Ore<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">3 </span><span class=\"fontstyle5\">(700 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle2\"><strong>Cunning Action.</strong> </span><span class=\"fontstyle5\">On each of its turns, the orc can use a bonus action to </span><span class=\"fontstyle4\">take </span><span class=\"fontstyle5\">the Dash, Disengage, or Hide action.<br /></span></p><p><span class=\"fontstyle2\"><strong>Hand of Shargaas.</strong> </span><span class=\"fontstyle5\">The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).<br /></span></p><p><span class=\"fontstyle2\"><strong>Shargaas's Sight.</strong> </span><span class=\"fontstyle5\">Magical darkness doesn't impede the orc's darkvision.<br /></span></p><p><span class=\"fontstyle2\"><strong>Slayer.</strong> </span><span class=\"fontstyle5\">In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet</span><span class=\"fontstyle5\">. </span><span class=\"fontstyle5\">If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle2\"><strong>Multiattack.</strong> </span><span class=\"fontstyle5\">The orc makes two scimitar or dart attacks</span><span class=\"fontstyle5\">.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Scimitar.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+</span><span class=\"fontstyle5\">5 to hit, reach 5 </span><span class=\"fontstyle6\">ft</span><span class=\"fontstyle6\">., </span><span class=\"fontstyle5\">one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle5\">13 (3d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">3) slashing damage</span><span class=\"fontstyle5\">.<br /></span></p><p><span class=\"fontstyle2\"><strong>Dart.</strong> </span><span class=\"fontstyle3\">Ranged Weapon Attack</span><span class=\"fontstyle3\">:</span><span class=\"fontstyle5\">+5 to h</span><span class=\"fontstyle5\">it</span><span class=\"fontstyle5\">, range 20/60 ft., one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle5\">10 (3d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">3) piercing damage</span><span class=\"fontstyle5\">.<br /></span></p><p><span class=\"fontstyle2\"><strong>Veil of Shargaas (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle5\">The orc casts </span><em><span class=\"fontstyle3\">darkness </span></em><span class=\"fontstyle5\">without any components</span><span class=\"fontstyle5\">.&nbsp;</span><span class=\"fontstyle5\">Wisdom is its spellcasting ability.</span></p><hr /><p><span class=\"fontstyle0\">Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn't an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for&nbsp;</span><span class=\"fontstyle0\">true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe's domain.</span></p><p><span class=\"fontstyle0\">The elite among Shargaas's followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe's behalf. They rely on a mix of intense training and magic granted to them by Shargaas.<br /></span></p><p><span class=\"fontstyle0\">Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory.</span> </p>",
            "hit_dice": "8d8 + 16",
            "id": 10671,
            "initiative": "+3",
            "name": "Orc Red Fang of Shargaas",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+7, 2d6 + 4 Slashing",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Fiend (Demon, Orc)",
            "full_text": "<h1><span class=\"fontstyle0\">TANARUKK<br /></span></h1><p><span class=\"fontstyle1\">Medium fiend (demon, orc), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">95 (10d8 + 50)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Intimidation +2, Perception +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">fire, </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive Perception 12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, Common, </span><span class=\"fontstyle4\">Orc<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle3\">(1,800 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Aggressive.</strong> </span><span class=\"fontstyle4\">As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.<br /></span></p><p><span class=\"fontstyle6\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The tanarukk has advantage on saving throws against spells and other magical effects</span><span class=\"fontstyle4\">.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The tanarukk makes two attacks: one with its bite and one with its greatsword</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 (1d8 + 4) piercing damage.<br /></span></p><p><span class=\"fontstyle1\"><strong>Greatsword.</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">11 (2d6 + 4) slashing damage.</span></p><hr /><p><strong><span class=\"fontstyle5\">REACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle1\">Unbridled </span></strong><span class=\"fontstyle7\"><strong>Fury.</strong> </span><span class=\"fontstyle4\">In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">When demonic corruption taints a tribe's leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers' strength.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much morc savage than an orc. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe's lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups </span><span class=\"fontstyle0\">fail, </span><span class=\"fontstyle0\">but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses</span><span class=\"fontstyle0\">.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations.</span></span></p>",
            "hit_dice": "10d8 + 50",
            "id": 10672,
            "initiative": "+1",
            "name": "Tanarukk",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+8, 1d4 + 6",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Any",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">QUICKLING<br /></span></h1><p><span class=\"fontstyle1\">Tiny fey, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">10 (3d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">120 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Acrobatics </span><span class=\"fontstyle4\">+8, Sleight of Hand +8, Stealth +8,&nbsp;</span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception 15</span><span class=\"fontstyle4\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Sylvan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">(200 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Blurred </span></strong><span class=\"fontstyle1\"><strong>Movement.</strong> </span><span class=\"fontstyle4\">Attack rolls against the quickling have dis</span><span class=\"fontstyle4\">advantage </span><span class=\"fontstyle4\">unless the qu</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ckl</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng is incapacitated or restrained</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Evasion.</strong> </span><span class=\"fontstyle4\">If the quickl</span><span class=\"fontstyle4\">in</span><span class=\"fontstyle4\">g is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it i</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">stead takes no damage if it succeeds on the saving throw</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">and only half damage if it fails.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The quickling makes three dagger attacks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+8 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 (1d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">6) piercing damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Live Fast, Die Young.</strong> </span><span class=\"fontstyle0\">Quicklings owe their existence-and their plight</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their intern'al clocks. The queen's curse gave quicklings their amazing speed but also accelerated their passage through life-no quickling lives longer than fifteen years.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle3\">Too </span></strong><span class=\"fontstyle2\"><strong>Fast for Words.</strong> </span><span class=\"fontstyle0\">The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">can other beings properly see, hear, and comprehend it. Never truly at rest, a \"stationary\" quickling constantly paces and shifts in place, as though it can't wait to be off again.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Mischief, Not Murder.</strong> </span><span class=\"fontstyle0\">Quicklings have a capricious nature that goes well with their energy level</span><span class=\"fontstyle0\">: </span><span class=\"fontstyle0\">they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Tricks of that sort are hardly the limit of their artful malice, however. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important l</span><span class=\"fontstyle0\">etter, </span><span class=\"fontstyle0\">swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">blame for their actions falls on other creatures and </span><span class=\"fontstyle0\">cr</span><span class=\"fontstyle0\">eates discord.</span></span></p>",
            "hit_dice": "3d4 + 3",
            "id": 10673,
            "initiative": "+6",
            "name": "Quickling",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+6, 2d4 + 4 Slashing",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">REDCAP<br /></span></h1><p><span class=\"fontstyle1\">Small&nbsp;</span><span class=\"fontstyle1\">fey, chaotic evil</span></p><hr /><p><strong><span class=\"fontstyle0\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle4\">13 </span><span class=\"fontstyle4\">(natural </span><span class=\"fontstyle4\">armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">45 (6d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">24)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">25 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +6, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 </span><span class=\"fontstyle4\">ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Common, </span><span class=\"fontstyle4\">Sylvan<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">(700 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Iron </span></strong><span class=\"fontstyle0\"><strong>Boots.</strong> </span><span class=\"fontstyle4\">While moving, the redcap has </span><span class=\"fontstyle4\">disadvantage </span><span class=\"fontstyle4\">on Dexterity (Ste</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">th) </span><span class=\"fontstyle4\">checks.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Outsize Strength.</strong> </span><span class=\"fontstyle4\">While </span><span class=\"fontstyle4\">grappling, </span><span class=\"fontstyle4\">the redcap is </span><span class=\"fontstyle4\">considered&nbsp;</span><span class=\"fontstyle4\">to be Medium. Also, wielding a heavy weapon doesn't impose&nbsp;</span><span class=\"fontstyle4\">disadvantage </span><span class=\"fontstyle4\">on its attack rolls.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The redcap makes three attacks with its wicked sickle.<br /></span></p><p><span class=\"fontstyle6\"><strong>Wicked Sickle.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 ft., </span><span class=\"fontstyle4\">one&nbsp;</span><span class=\"fontstyle4\">target. </span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">9 (2d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">slashing damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>lronbound Pursuit.</strong> </span><span class=\"fontstyle4\">The redcap moves up to its speed to a creature it can </span><span class=\"fontstyle4\">see </span><span class=\"fontstyle4\">and kicks with its iron boots. The target must succeed on a </span><span class=\"fontstyle4\">DC 14 Dexterity </span><span class=\"fontstyle4\">saving throw or take </span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle4\">(3d10&nbsp;</span><span class=\"fontstyle4\">+&nbsp;</span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">bludgeoning damage </span><span class=\"fontstyle4\">and be knocked prone.</span></p><hr /><p><span class=\"fontstyle0\">A redcap is a </span><span class=\"fontstyle0\">homicidal </span><span class=\"fontstyle0\">fey creature born of blood lust.&nbsp;</span><span class=\"fontstyle0\">Redcaps, </span><span class=\"fontstyle0\">although small, have formidable strength, which they use to hunt and kill without </span><span class=\"fontstyle0\">hesitation&nbsp;</span><span class=\"fontstyle0\">or regret.<br /></span></p><p><span class=\"fontstyle2\"><strong>Blood Lust Personified.</strong> </span><span class=\"fontstyle0\">In the </span><span class=\"fontstyle0\">Feywild, </span><span class=\"fontstyle0\">or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny </span><span class=\"fontstyle0\">bloodstained mushrooms&nbsp;</span><span class=\"fontstyle0\">just </span><span class=\"fontstyle0\">pushing </span><span class=\"fontstyle0\">their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and un</span><span class=\"fontstyle0\">dersized&nbsp;</span><span class=\"fontstyle0\">gnome </span><span class=\"fontstyle3\">with </span><span class=\"fontstyle0\">a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar </span><span class=\"fontstyle0\">material, </span><span class=\"fontstyle0\">heavy iron boots, and a heavy bladed weapon. From the moment it&nbsp;</span><span class=\"fontstyle0\">awakens, </span><span class=\"fontstyle0\">a redcap desires only murder and carnage, and it sets out to satisfy these cravings.<br /></span></p><p><span class=\"fontstyle0\">Redcaps </span><span class=\"fontstyle0\">lack subtlety. They live for direct confrontation and the </span><span class=\"fontstyle0\">mayhem </span><span class=\"fontstyle0\">of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take&nbsp;</span><span class=\"fontstyle0\">ponderous, thunderous </span><span class=\"fontstyle0\">steps. When a redcap is near to&nbsp;</span><span class=\"fontstyle0\">potential </span><span class=\"fontstyle0\">prey, though, it can close the </span><span class=\"fontstyle0\">distance quickly&nbsp;</span><span class=\"fontstyle0\">and get in a vicious swing of its weapon before the target can react.<br /></span></p><p><span class=\"fontstyle2\"><strong>Steeped in Slaughter.</strong> </span><span class=\"fontstyle0\">To sustain its </span><span class=\"fontstyle0\">unnatural </span><span class=\"fontstyle0\">existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn't replenished at least once every three days, the redcap vanishes as if it had never been. A redcap's desire to slay is rooted in its will to survive.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Bloodthirsty Mercenaries.</strong> </span><span class=\"fontstyle0\">Redcaps don't usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know&nbsp;</span><span class=\"fontstyle0\">methods </span><span class=\"fontstyle0\">to call </span><span class=\"fontstyle0\">redcaps </span><span class=\"fontstyle0\">out of the Feywild and put them to work as grisly servants. </span></p><p><span class=\"fontstyle0\">Also, some </span><span class=\"fontstyle0\">redcaps </span><span class=\"fontstyle0\">can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual </span><span class=\"fontstyle0\">responsible&nbsp;</span><span class=\"fontstyle0\">for the creation of multiple </span><span class=\"fontstyle0\">redcaps </span><span class=\"fontstyle0\">at the same site could attract the entire group to serve as cohorts, emulating that creature's murderous </span><span class=\"fontstyle0\">handiwork.<br /></span></p><p><span class=\"fontstyle0\">In any case, if a redcap works with another being, the redcap </span><span class=\"fontstyle0\">demands </span><span class=\"fontstyle0\">to be paid in victims. A patron who tries to stifle a redcap's natural and </span><span class=\"fontstyle0\">necessary </span><span class=\"fontstyle0\">urge for blood risks </span><span class=\"fontstyle0\">becoming </span><span class=\"fontstyle0\">the </span><span class=\"fontstyle0\">redcap's </span><span class=\"fontstyle0\">next target.</span></p>",
            "hit_dice": "6d6 + 24",
            "id": 10674,
            "initiative": "+1",
            "name": "Redcap",
            "reference": "Usergen",
            "size": "Small",
            "type": "Fey"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+4, 1d4 + 2 Bludgeoning",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Sea, Seashore",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">SEA SPAWN<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid, neutral evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle4\">11 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">32 (5d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">10)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">20 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">swim 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 120 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perception 10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">understands </span><span class=\"fontstyle3\">Aquan </span><span class=\"fontstyle4\">and Common but can't </span><span class=\"fontstyle3\">speak<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Limited Amphibiousness.</strong> </span><span class=\"fontstyle4\">The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.<br /></span></p><p><span class=\"fontstyle6\"><strong>Unarmed Strike.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5&nbsp;</span><span class=\"fontstyle4\">ft.,&nbsp;</span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Piscine Anatomy.</strong> </span><span class=\"fontstyle4\">The sea spawn has one or more ofthe following attack options, provided it has the appropriate anatomy:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to </span><span class=\"fontstyle4\">hit, </span><span class=\"fontstyle4\">reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d4 + 2) piercing damage.<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\"><strong>Poison Quills.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 </span><span class=\"fontstyle4\">to </span><span class=\"fontstyle4\">hit, </span><span class=\"fontstyle4\">reach 5 ft., one creature. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution </span><span class=\"fontstyle4\">saving throw </span><span class=\"fontstyle4\">or be poisoned for 1&nbsp;minute. </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">target can repeat the saving throw at the end of each of </span><span class=\"fontstyle4\">its turns, ending </span><span class=\"fontstyle4\">the effect on itself on a success.<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle3\"><strong>Tentacle.</strong> </span><span class=\"fontstyle2\">Melee </span><span class=\"fontstyle2\">Weapon </span><span class=\"fontstyle6\">Attack: </span><span class=\"fontstyle3\">+5 </span><span class=\"fontstyle4\">to </span><span class=\"fontstyle4\">hit, reach 10 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle4\">+ 2) </span><span class=\"fontstyle4\">bludgeoning damage, and the target is grappled (escape </span><span class=\"fontstyle4\">DC 12) if it is a </span><span class=\"fontstyle4\">Medium or smaller creature. Until this grapple </span><span class=\"fontstyle4\">ends, </span><span class=\"fontstyle3\">the sea spawn </span><span class=\"fontstyle4\">can't use this tentacle on another target.</span></p><hr /><p><span class=\"fontstyle4\">Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.<br /></span></p><p><span class=\"fontstyle4\">Tales provide myriad reasons for these strange transformations. </span><span class=\"fontstyle2\">\"Be </span><span class=\"fontstyle4\">wary of falling in love with a sea elf or a merfolk,\" some say. \"Return to port before a storm, no matter how tempting the catch.\" \"Honor the sea gods as they demand, but never promise them your heart.\" Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers.<br /></span></p><p><strong><span class=\"fontstyle5\">Deep </span></strong><span class=\"fontstyle6\"><strong>Thralls.</strong> </span><span class=\"fontstyle4\">Krakens, morkoths, sea hags, marids, storm giants, dragon turtles-all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can't leave the sea for long without courting death.<br /></span></p><p><span class=\"fontstyle6\"><strong>Anatomical Diversity.</strong> </span><span class=\"fontstyle4\">Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid.</span></p><hr /><p><span class=\"fontstyle4\"><strong> <span class=\"fontstyle0\">THE </span><span class=\"fontstyle2\">SEA SPAWN OF PURPLE </span></strong><span class=\"fontstyle2\"><strong>ROCKS</strong><br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\">Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the<br />children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master </span><span class=\"fontstyle0\">in </span><span class=\"fontstyle3\">the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\">Kraken priests&nbsp;</span><span class=\"fontstyle3\">are the tenders of the kraken's flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks.</span></span></p>",
            "hit_dice": "5d8 + 10",
            "id": 10675,
            "initiative": "-1",
            "name": "Sea Spawn",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 2d6 + 3 Piercing, knocked prone (DC 13 Strength)",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Any",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">SHADOW MASTIFF<br /></span></h1><p><span class=\"fontstyle2\">Medium monstrosi</span><span class=\"fontstyle2\">ty</span><span class=\"fontstyle2\">, neutral evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> </span><span class=\"fontstyle4\">12<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">33 (6d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">6)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception +3, Stealth +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">bludgeoning, piercing, </span><span class=\"fontstyle4\">and slashing from&nbsp;</span><span class=\"fontstyle4\">nonmagical </span><span class=\"fontstyle4\">attacks </span><span class=\"fontstyle4\">while </span><span class=\"fontstyle4\">in dim light </span><span class=\"fontstyle4\">or </span><span class=\"fontstyle4\">darkness<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">2 </span><span class=\"fontstyle3\">(450 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Ethereal Awareness.</strong> </span><span class=\"fontstyle4\">The shadow mastiff can see ethereal creatures and objects</span><span class=\"fontstyle4\">.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Keen Hearing and Smell.</strong> </span><span class=\"fontstyle4\">The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</span></p><p><span class=\"fontstyle6\"><strong>Shadow Blend.</strong> </span><span class=\"fontstyle4\">While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.</span></p><p><span class=\"fontstyle6\"><strong>Sunlight Weakness.</strong> </span><span class=\"fontstyle4\">While in bright light created by sunlight</span><span class=\"fontstyle4\">,&nbsp;</span><span class=\"fontstyle4\">the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws</span><span class=\"fontstyle4\">.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 </span><span class=\"fontstyle4\">to hit, reach </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle4\">f</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle4\">10 </span><span class=\"fontstyle4\">(2d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3) </span><span class=\"fontstyle4\">piercing damage. If the target is a creature, it must succeed on a </span><span class=\"fontstyle4\">DC 13 </span><span class=\"fontstyle4\">Strength saving throw or be knocked prone.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. </span><span class=\"fontstyle2\">In </span><span class=\"fontstyle0\">gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Ravenous Lurkers.</strong> </span><span class=\"fontstyle0\">Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Summoned for Service.</strong> </span><span class=\"fontstyle0\">Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">who find use for the hounds as guards in their strongholds.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle3\"><strong>Ethereal Sight.</strong> </span><span class=\"fontstyle2\">In </span><span class=\"fontstyle0\">addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely.</span></span></p><hr /><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"> <span class=\"fontstyle0\"><strong>SHADOW MASTIFF ALPHA</strong><br /></span></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle2\">A </span><span class=\"fontstyle3\">shadow mastiff alpha has the statistics of a normal shadow mastiff, with the following modifications:<br /></span></span></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle3\">&bull; The alpha has above average (42-54) hit points.<br />&bull; It </span><span class=\"fontstyle3\">has </span><span class=\"fontstyle3\">an Intelligence of 6 (-2).<br />&bull; It has the Terrifying Howl action option described below.<br /></span></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\"><span class=\"fontstyle4\"><strong>Terrifying Howl.</strong> </span><span class=\"fontstyle3\">The shadow mastiff howls. Any beast or humanoid within 300 feet ofthe mastiff and able to hear its howl must succeed on a </span><span class=\"fontstyle3\">DC </span><span class=\"fontstyle3\">11 Wisdom saving throw or be frightened for 1&nbsp;minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving<br />throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.</span> </span></span></p>",
            "hit_dice": "6d8 + 6",
            "id": 10676,
            "initiative": "+2",
            "name": "Shadow Mastiff",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+5, 1d10 + 3 Bludgeoning",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Ooze",
            "full_text": "<h1><span class=\"fontstyle0\">SLITHERING TRACKER<br /></span></h1><p><span class=\"fontstyle2\">Medium ooze</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">chaot</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">c evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle0\"><strong>Class</strong> </span><span class=\"fontstyle0\">14<br /></span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">32 (5d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">10)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 </span><span class=\"fontstyle0\">f</span><span class=\"fontstyle0\">t., climb 30 ft., swim 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">St</span><span class=\"fontstyle0\">ea</span><span class=\"fontstyle0\">lth +8<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Vulnerabilities</strong> </span><span class=\"fontstyle0\">cold, fire<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle0\">bludgeoning, </span><span class=\"fontstyle0\">piercing, </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">slashing </span><span class=\"fontstyle0\">from&nbsp;</span><span class=\"fontstyle0\">nonmagical </span><span class=\"fontstyle0\">attacks<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">blinded, deafened, </span><span class=\"fontstyle0\">exhaustion, grappled,&nbsp;</span><span class=\"fontstyle0\">paralyzed, </span><span class=\"fontstyle0\">petrified, </span><span class=\"fontstyle0\">prone, restrained,&nbsp;</span><span class=\"fontstyle0\">unconscious<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">b</span><span class=\"fontstyle0\">lindsight 120 </span><span class=\"fontstyle0\">ft. </span><span class=\"fontstyle0\">, passive Perception </span><span class=\"fontstyle0\">1</span><span class=\"fontstyle0\">2<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">understands </span><span class=\"fontstyle0\">languages it knew in its previous form&nbsp;</span><span class=\"fontstyle0\">b</span><span class=\"fontstyle0\">ut can't speak<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">3 (700 </span><span class=\"fontstyle0\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Ambusher.</strong> </span><span class=\"fontstyle0\">In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.</span></p><p><span class=\"fontstyle6\"><strong>Damage Transfer.</strong> </span><span class=\"fontstyle0\">While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>False Appearance.</strong> </span><span class=\"fontstyle0\">While the slithering tracker remains motionless, it is </span><span class=\"fontstyle0\">indistinguishable </span><span class=\"fontstyle0\">from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.</span></p><p><span class=\"fontstyle6\"><strong>Keen Tracker.</strong> </span><span class=\"fontstyle0\">The slithe</span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">ing tracker has advantage on Wisdom checks to track prey.<br /></span></p><p><span class=\"fontstyle6\"><strong>Liquid Form.</strong> </span><span class=\"fontstyle0\">The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1&nbsp;inch wide without squeezing.&nbsp;</span></p><p><strong><span class=\"fontstyle6\">Spider </span></strong><span class=\"fontstyle7\"><strong>Climb.</strong> </span><span class=\"fontstyle0\">The slithering tracker can climb difficult surfaces,&nbsp;</span><span class=\"fontstyle0\">including </span><span class=\"fontstyle0\">upside down on ceilings, without needing to make an ability check.</span></p><p><span class=\"fontstyle6\"><strong>Watery Stealth.</strong> </span><span class=\"fontstyle0\">While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.&nbsp;</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Slam.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+5 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">8 (1d10 + 3) bludgeoning damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Life Leech.</strong> </span><span class=\"fontstyle0\">One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.</span></p><hr /><p><span class=\"fontstyle0\"> <span class=\"fontstyle0\">The quest for revenge sometimes leads one to </span><span class=\"fontstyle0\">undergo </span><span class=\"fontstyle0\">a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle2\">Vengeance </span></strong><span class=\"fontstyle2\"><strong>at Any Cost.</strong> </span><span class=\"fontstyle0\">The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person's body, killing it. Yet the mind lives on in the puddle of liquid that issues<br />forth from the remains, and so too does the subject's insatiable need for retribution.</span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle2\">Stealthy&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Assassins.</strong> </span><span class=\"fontstyle0\">A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To&nbsp;</span><span class=\"fontstyle3\">kill, </span><span class=\"fontstyle4\">a </span><span class=\"fontstyle0\">slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it.&nbsp;</span></span></p><p><span class=\"fontstyle0\"><strong><span class=\"fontstyle2\">Descent </span><span class=\"fontstyle2\">into </span></strong><span class=\"fontstyle2\"><strong>Madness.</strong> </span><span class=\"fontstyle0\">Achieving revenge against its target doesn't end a slithering tracker's existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though,&nbsp;a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed.</span></span></p>",
            "hit_dice": "5d8 + 10",
            "id": 10677,
            "initiative": "+4",
            "name": "Slithering Tracker",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Ooze"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+6, 1d6 + 3 Slashing + 2d6 Necrotic",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Undead",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">SPAWN OF KYUSS</span></h1><p><span class=\"fontstyle0\">Medium undead, chaotic evil</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> 10</span><span class=\"fontstyle2\"><br /></span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> </span><span class=\"fontstyle2\">76 (9d8 + 36)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> 30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">3&nbsp;(-4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle5\"><strong>Saving Throws</strong> </span><span class=\"fontstyle2\">Wis </span><span class=\"fontstyle2\">+</span><span class=\"fontstyle2\">1<br /></span></p><p><span class=\"fontstyle5\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle2\">poison<br /></span></p><p><span class=\"fontstyle5\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle2\">exhaustion, poisoned<br /></span></p><p><span class=\"fontstyle5\"><strong>Senses</strong> </span><span class=\"fontstyle2\">darkvision </span><span class=\"fontstyle2\">60 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">passive Perception 8<br /></span></p><p><span class=\"fontstyle5\"><strong>Languages</strong> </span><span class=\"fontstyle2\">understands </span><span class=\"fontstyle2\">the languages it knew in life but can't&nbsp;</span><span class=\"fontstyle3\">speak<br /></span></p><p><span class=\"fontstyle5\"><strong>Challenge</strong> </span><span class=\"fontstyle2\">5 (1,800 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Regeneration.</strong> </span><span class=\"fontstyle2\">The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1&nbsp;hit point and isn't in sunlight o</span><span class=\"fontstyle2\">r a body of running water. If the spawn takes acid, fire, or&nbsp;</span><span class=\"fontstyle2\">radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0&nbsp;</span><span class=\"fontstyle2\">hit points and doesn't regenerate.<br /></span></p><p><span class=\"fontstyle3\"><strong>Worms.</strong> </span><span class=\"fontstyle2\">If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle2\">The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.<br /></span></p><p><span class=\"fontstyle6\"><strong>Burrowing Worm.</strong> </span><span class=\"fontstyle5\">A&nbsp;</span><span class=\"fontstyle2\">worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1&nbsp;hit point, a 2 </span><span class=\"fontstyle3\">(-4) </span><span class=\"fontstyle2\">in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm)</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end<br />of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to </span><span class=\"fontstyle4\">O</span><span class=\"fontstyle2\">hit points, then rises 10 minutes later as a spawn of Kyuss</span><span class=\"fontstyle2\">. </span><span class=\"fontstyle2\">If a worm</span><span class=\"fontstyle2\">-</span><span class=\"fontstyle2\">infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.<br /></span></p><p><span class=\"fontstyle6\"><strong>Claw.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle2\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle2\">6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.</span></p><hr /><p><span class=\"fontstyle6\">Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected.</span></p><p><span class=\"fontstyle6\"><strong>Plague of Worms.</strong> </span><span class=\"fontstyle2\">From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.<br /></span></p><p><span class=\"fontstyle6\"><strong>Corruption Without End.</strong> </span><span class=\"fontstyle2\">Spawq of Kyuss are expressions of Orcus's intent to replace all </span><span class=\"fontstyle2\">life </span><span class=\"fontstyle2\">with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Undead Nature.</strong> </span><span class=\"fontstyle2\">Spawn of Kyuss require no air, food, drink, or sleep.<br /></span></p>",
            "hit_dice": "9d8 + 36",
            "id": 10678,
            "initiative": "+0",
            "name": "Spawn of Kyuss",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+6, 1d8 + 3 Slashing, or 1d10 + 3 Slashing if used with 2 hands",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Desert",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">TLINCALLI<br /></span></h1><p><span class=\"fontstyle1\">Large monstrosity</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">neutral evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor Cla</span><span class=\"fontstyle3\">s</span></strong><span class=\"fontstyle3\"><strong>s</strong> </span><span class=\"fontstyle4\">15 (natural armor)<br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">85 </span><span class=\"fontstyle4\">(10d10&nbsp;</span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">30)<br /></span></p><p><strong><span class=\"fontstyle3\">S</span><span class=\"fontstyle3\">p</span></strong><span class=\"fontstyle3\"><strong>eed</strong> </span><span class=\"fontstyle4\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Stealth </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Survival </span><span class=\"fontstyle3\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">da</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">kvision 60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive Perceptio</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">13<br /></span></p><p><strong><span class=\"fontstyle3\">Langu</span><span class=\"fontstyle3\">a</span></strong><span class=\"fontstyle3\"><strong>ges</strong> </span><span class=\"fontstyle4\">Tlincalli<br /></span></p><p><strong><span class=\"fontstyle3\">C</span><span class=\"fontstyle3\">h</span></strong><span class=\"fontstyle3\"><strong>allenge</strong> </span><span class=\"fontstyle4\">5 (1,800 XP)</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTI</span><span class=\"fontstyle5\">ON</span><span class=\"fontstyle5\">S<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.<br /></span></p><p><span class=\"fontstyle1\"><strong>Longsword.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">7 (1d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.<br /></span></p><p><strong><span class=\"fontstyle6\">Spiked </span></strong><span class=\"fontstyle1\"><strong>Chain.</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 10 ft.</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">the target is restrained, and the tlincalli can't use the spiked chain against another target.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Sting.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one creature.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC </span><span class=\"fontstyle4\">14 </span><span class=\"fontstyle4\">Constitution saving throw or be poi</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">oned for 1 minute. If it fails the </span><span class=\"fontstyle3\">saving </span><span class=\"fontstyle4\">throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Desert </span></strong><span class=\"fontstyle2\"><strong>Nomads.</strong> </span><span class=\"fontstyle0\">Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young.</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Poisonous </span></strong><span class=\"fontstyle2\"><strong>Eggs.</strong> </span><span class=\"fontstyle0\">Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Horrid Kidnappers.</strong> </span><span class=\"fontstyle0\">Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. </span><span class=\"fontstyle0\">There, </span><span class=\"fontstyle0\">victims wait until the sun sets and the </span><span class=\"fontstyle0\">newly </span><span class=\"fontstyle0\">hatched young emerge from the lair to eat them alive.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Prideful Hunters.</strong> </span><span class=\"fontstyle0\">Tlincallis </span><span class=\"fontstyle0\">see </span><span class=\"fontstyle0\">themselves as great hunters. </span><span class=\"fontstyle0\">If </span><span class=\"fontstyle0\">a tlincalli </span><span class=\"fontstyle0\">tribe </span><span class=\"fontstyle0\">encounters a more powerful hunter, such as a blue dragon, </span><span class=\"fontstyle0\">the tribe's </span><span class=\"fontstyle0\">leader must decide whether the group becomes obedient to the superior hunter, moves </span><span class=\"fontstyle0\">on, or fights to </span><span class=\"fontstyle0\">the death to defeat it.<br /></span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Makeshift Weapons </span><span class=\"fontstyle2\">and Obj</span></strong><span class=\"fontstyle3\"><strong>ects.</strong> </span><span class=\"fontstyle0\">Tlincallis are uncivilized and don't build </span><span class=\"fontstyle0\">cities, make </span><span class=\"fontstyle0\">clothing, or mine metals. Instead, </span><span class=\"fontstyle0\">they </span><span class=\"fontstyle0\">scavenge </span><span class=\"fontstyle0\">what </span><span class=\"fontstyle0\">they need or want. They do, however, </span><span class=\"fontstyle0\">know how to </span><span class=\"fontstyle0\">melt down scavenged metal to forge crude </span><span class=\"fontstyle0\">weapons </span><span class=\"fontstyle0\">and tools.</span></span></p>",
            "hit_dice": "10d10 + 30",
            "id": 10679,
            "initiative": "+1",
            "name": "Tlincalli",
            "reference": "Usergen",
            "size": "Large",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "DC 14 Dexterity or grappled, taking 4d6 + 3 Bludgeoning + 1d6 Acid",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Underground",
            "family": "Monstrosity",
            "full_text": "<h1><span class=\"fontstyle0\">TRAPPER<br /></span></h1><p><span class=\"fontstyle1\">Large monstrosity, unaligned</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">13 (natural </span><span class=\"fontstyle3\">armor)<br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> 85 </span><span class=\"fontstyle3\">(10d10&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">30)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle3\">10 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">climb 10 </span><span class=\"fontstyle3\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Stealth </span><span class=\"fontstyle3\">+2</span><span class=\"fontstyle3\"><br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle3\">blindsight 30 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">darkvision 60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle3\">passive Perception 11<br /></span></p><p><strong><span class=\"fontstyle0\">Lang</span><span class=\"fontstyle0\">u</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">g</span><span class=\"fontstyle0\">es ---</span></strong></p><p><strong><span class=\"fontstyle0\">Ch</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">ll</span><span class=\"fontstyle0\">e</span><span class=\"fontstyle0\">n</span></strong><span class=\"fontstyle0\"><strong>ge</strong> </span><span class=\"fontstyle3\">3 (700 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>False Appearance.</strong> </span><span class=\"fontstyle3\">While the trapper is attached to a ceiling, floor, or wall and remains motion</span><span class=\"fontstyle3\">l</span><span class=\"fontstyle3\">ess, it is almost indistinguishable from an ordinary section of ceiling, floor. or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.<br /></span></p><p><strong><span class=\"fontstyle6\">Spider </span></strong><span class=\"fontstyle1\"><strong>Climb.</strong> </span><span class=\"fontstyle3\">The trapper can climb difficult surfaces</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">including upside down on ceilings, without needing to make an ability check.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Smother.</strong> </span><span class=\"fontstyle3\">One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle3\">3) bludgeoning damage plus 3 (1d6) acid damage at the start ofeach of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.</span></p><hr /><p><span class=\"fontstyle0\">A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Versatile Camouflage.</strong> </span><span class=\"fontstyle0\">A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Stationary Hunters.</strong> </span><span class=\"fontstyle0\">A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting.</span></p><p><strong><span class=\"fontstyle2\">Beware </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Leftovers.</strong> </span><span class=\"fontstyle0\">When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper's next meal.</span></p>",
            "hit_dice": "10d10 + 30",
            "id": 10680,
            "initiative": "+0",
            "name": "Trapper",
            "reference": "Usergen",
            "size": "Large",
            "type": "Vermin"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d6 + 2 Piercing + 3d6 Poison",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Any",
            "family": "Fiend",
            "full_text": "<h1><span class=\"fontstyle0\">VARGOUILLE<br /></span></h1><p><span class=\"fontstyle1\">Tiny fiend, chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">13 (3d4 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle4\">ft., fly </span><span class=\"fontstyle4\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">cold, fire, lightning<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive Perception 8</span><span class=\"fontstyle5\"><br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">understands Abyssal, Infernal, and any </span><span class=\"fontstyle4\">languages </span><span class=\"fontstyle4\">it knew </span><span class=\"fontstyle4\">before </span><span class=\"fontstyle4\">becoming a vargouille but can't speak<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">(200 XP)</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">reach 5 </span><span class=\"fontstyle4\">f</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) piercing damage plus 10 (3d6) poison damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle0\"><strong>Kiss.</strong> </span><span class=\"fontstyle4\">The vargouille kisses one incapacitated humanoid within 5 feet of </span><span class=\"fontstyle5\">it. </span><span class=\"fontstyle4\">The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a </span><span class=\"fontstyle1\">daylight </span><span class=\"fontstyle4\">spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting </span><span class=\"fontstyle1\">remove curse, greater restoration, </span><span class=\"fontstyle4\">or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Stunning Shriek.</strong> </span><span class=\"fontstyle4\">The vargouille shrieks</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille</span><span class=\"fontstyle4\">'</span><span class=\"fontstyle4\">s next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for </span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">t, the target is immune to the Stunning Shriek of all vargouilles for 1</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle4\">hour.</span></p><hr /><p><span class=\"fontstyle0\">Shrieking, flapping, and hideous to behold</span><span class=\"fontstyle0\">- </span><span class=\"fontstyle0\">with a body like a severed head and bat-like wings in place of ears - vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of<br />chaos and evil waiting to happen.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Abyssal Nuisances.</strong> </span><span class=\"fontstyle0\">Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">fears vargouilles only if they appear in great numbers</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">they lap up the ichor left behind when one fiend kills another.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>The World Awaits.</strong> </span><span class=\"fontstyle0\">Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Ghastly Reproduction.</strong> </span><span class=\"fontstyle0\">Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless<br />to resist a vargouille</span><span class=\"fontstyle0\">'</span><span class=\"fontstyle0\">s accursed kiss</span><span class=\"fontstyle0\">.</span><span class=\"fontstyle0\"><br /></span></p><p><span class=\"fontstyle0\">The kiss of a vargouille infects a humanoid with a&nbsp;fiendish curse. </span><span class=\"fontstyle0\">If </span><span class=\"fontstyle0\">allowed to run </span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ts course</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">the curse brings about a gruesome transformation as an abyssal spirit invades the person's bod</span><span class=\"fontstyle0\">y. </span><span class=\"fontstyle0\">Over a period of hours, the victim's head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person's ears grow larger</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">expanding and transforming into wing-like appendages. </span><span class=\"fontstyle0\">In </span><span class=\"fontstyle0\">the final moments, the victim's head tears away from </span><span class=\"fontstyle0\">t</span><span class=\"fontstyle0\">he bod</span><span class=\"fontstyle0\">y </span><span class=\"fontstyle0\">in a fountain of blood, becoming another vargouille</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">which often then eagerly laps up its own life flu</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">ds. Sunlight or the brilliant illumination of a </span><span class=\"fontstyle3\">daylight </span><span class=\"fontstyle0\">spell c</span><span class=\"fontstyle0\">a</span><span class=\"fontstyle0\">n </span><span class=\"fontstyle0\">dela</span><span class=\"fontstyle0\">y </span><span class=\"fontstyle0\">this transformation, and vargouilles instinctive</span><span class=\"fontstyle0\">l</span><span class=\"fontstyle0\">y shun bright light as a result.</span> </p>",
            "hit_dice": "3d4 + 6",
            "id": 10681,
            "initiative": "+2",
            "name": "Vargouille",
            "reference": "Usergen",
            "size": "Tiny",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d6 + 2 Slashing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Underground",
            "family": "Plant",
            "full_text": "<h1><span class=\"fontstyle0\">VEGEPYGMY<br /></span></h1><p><span class=\"fontstyle1\">Small plant</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">neutral</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">13 </span><span class=\"fontstyle3\">(natural armor)<br /></span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle0\"><strong>Points</strong> </span><span class=\"fontstyle3\">9 (2d6 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle3\">2)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Perception +2, Stealth +4<br /></span></p><p><span class=\"fontstyle0\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle3\">lightning, piercing<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle3\">darkvision 60 </span><span class=\"fontstyle3\">ft., </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle3\">Perception 12<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Vegepygmy<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">1/4 (50 XP)</span></p><hr /><p><span class=\"fontstyle4\"><strong>Plant Camouflage.</strong> </span><span class=\"fontstyle3\">The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life</span><span class=\"fontstyle3\">.<br /></span></p><p><span class=\"fontstyle4\"><strong>Regeneration.</strong> </span><span class=\"fontstyle3\">The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't funct</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">on at the start ofthe vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0&nbsp;</span><span class=\"fontstyle3\">hit points and doesn't regenerate.&nbsp;</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle4\"><strong>Claws.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+4 to hit, reach 5 </span><span class=\"fontstyle3\">ft</span><span class=\"fontstyle3\">.</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">one target.&nbsp;</span><span class=\"fontstyle6\">Hit: </span><span class=\"fontstyle3\">5 (1d6 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle3\">2) slashing damage</span><span class=\"fontstyle3\">.<br /></span></p><p><span class=\"fontstyle4\"><strong>Sling.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle0\">+4 </span><span class=\"fontstyle3\">to h</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">t</span><span class=\"fontstyle3\">, </span><span class=\"fontstyle3\">range 30/120 ft., one&nbsp;</span><span class=\"fontstyle0\">target. </span><span class=\"fontstyle6\">Hit: </span><span class=\"fontstyle3\">4 (1d4 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle3\">2) bludgeon</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">ng damage.</span></p><hr /><p><span class=\"fontstyle0\">Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce</span><span class=\"fontstyle0\">.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Primitive Plants.</strong> </span><span class=\"fontstyle0\">Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. </span></p><p><span class=\"fontstyle0\">Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.<br /></span></p><p>No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.</p><hr /><p><strong>RUSSET MOLD</strong></p><p><span class=\"fontstyle0\">The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. </span></p><p><span class=\"fontstyle0\">Any creature that comes within </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle0\">feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a </span><span class=\"fontstyle0\">puff </span><span class=\"fontstyle0\">ofspores. On a failed save, the creature becomes poisoned. While poisoned in this </span><span class=\"fontstyle0\">way, </span><span class=\"fontstyle0\">the creature takes </span><span class=\"fontstyle0\">7 </span><span class=\"fontstyle0\">(2d6) poison damage at the start of each of its turns, sprouting moid as it takes damage. The creature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to </span><span class=\"fontstyle5\">O</span><span class=\"fontstyle0\">hit points</span><span class=\"fontstyle0\">&middot;</span><span class=\"fontstyle0\">by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge<br />from its body 24 hours later: one newborn from a Small corpse,</span><span class=\"fontstyle0\">&nbsp;</span><span class=\"fontstyle0\">two from a Medium corpse, four from a Large corpse; eight from a Huge corpse, or sixteen from a Gargantuan corpse. </span></p><p><span class=\"fontstyle0\">Russet mold can be hard to kill, since weapons and most types ofdamage do it no harm; Effects that deal acid, necrotic, or radiant damage kilt 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alco</span><span class=\"fontstyle0\">hol. </span><span class=\"fontstyle0\">or a magical </span><span class=\"fontstyle6\">effect </span><span class=\"fontstyle0\">that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.&nbsp;</span></p>",
            "hit_dice": "2d6 + 2",
            "id": 10682,
            "initiative": "+2",
            "name": "Vegepygmy",
            "reference": "Usergen",
            "size": "Small",
            "type": "Plant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d6 + 2 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Underground, Forest",
            "family": "Plant",
            "full_text": "<h1><span class=\"fontstyle2\"> <span class=\"fontstyle0\">VEGEPYGMY CHIEF<br /></span></span></h1><p><span class=\"fontstyle2\"><span class=\"fontstyle2\">Small plant, neutral</span></span></p><hr /><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></span></p><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">33 (6d6 + </span><span class=\"fontstyle4\">12)<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3, Stealth +4<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">lightning, piercing<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive Perception 13<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Vegepygmy<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">2 </span><span class=\"fontstyle4\">(450 XP)</span></span></p><hr /><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Plant Camouflage.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">vegepygmy </span><span class=\"fontstyle4\">has advantage </span><span class=\"fontstyle4\">on Dexterity (Stealth) </span><span class=\"fontstyle4\">checks it makes in any terrain with ample </span><span class=\"fontstyle4\">obscuring&nbsp;</span><span class=\"fontstyle4\">plant life.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Regeneration.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">vegepygmy </span><span class=\"fontstyle4\">regains 5 hit points </span><span class=\"fontstyle4\">at </span><span class=\"fontstyle4\">the start of its turn. If it takes cold, fire, or necrotic&nbsp;</span><span class=\"fontstyle4\">damage, </span><span class=\"fontstyle4\">this trait doesn't function at the start of the </span><span class=\"fontstyle4\">vegepygmy's </span><span class=\"fontstyle4\">next turn. The&nbsp;</span><span class=\"fontstyle4\">vegepygmy </span><span class=\"fontstyle4\">dies only if it starts its turn with 0</span><span class=\"fontstyle5\">&nbsp;</span><span class=\"fontstyle4\">hit points and doesn't </span><span class=\"fontstyle4\">regenerate.</span></span></p><hr /><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The vegepygmy makes two attacks with its claws&nbsp;</span><span class=\"fontstyle4\">or </span><span class=\"fontstyle4\">two melee attacks with its spear.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Claws.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle4\">(1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) </span><span class=\"fontstyle4\">slashing </span><span class=\"fontstyle4\">damage.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Spear.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d6 + 2) piercing </span><span class=\"fontstyle4\">damage, </span><span class=\"fontstyle4\">or&nbsp;</span><span class=\"fontstyle4\">6 </span><span class=\"fontstyle4\">(1d8 + 2) piercing </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">if used with two hands to make a melee attack.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Spores (1/Day).</strong> </span><span class=\"fontstyle4\">A </span><span class=\"fontstyle4\">15-foot-radius </span><span class=\"fontstyle4\">cloud oftoxic spores extends out from the </span><span class=\"fontstyle4\">vegepygmy. </span><span class=\"fontstyle4\">The spores spread around corners. Each creature in that area that isn't a plant must succeed on&nbsp;</span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">DC 12 </span><span class=\"fontstyle4\">Constitution </span><span class=\"fontstyle4\">saving throw or be </span><span class=\"fontstyle4\">poisoned. </span><span class=\"fontstyle4\">While poisoned in this way, a target takes </span><span class=\"fontstyle5\">9 </span><span class=\"fontstyle4\">(2d8) poison </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">at the start of each </span><span class=\"fontstyle5\">of </span><span class=\"fontstyle4\">its turns. A target can repeat the saving throw&nbsp;</span><span class=\"fontstyle4\">at </span><span class=\"fontstyle4\">the </span><span class=\"fontstyle4\">end </span><span class=\"fontstyle4\">of each of its </span><span class=\"fontstyle5\">wrn</span><span class=\"fontstyle5\">&middot; </span><span class=\"fontstyle5\">s, </span><span class=\"fontstyle4\">ending the </span><span class=\"fontstyle4\">effect on </span><span class=\"fontstyle4\">itself on&nbsp;</span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">uccess.</span></span></p><hr /><p><span class=\"fontstyle0\">As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. </span><span class=\"fontstyle5\">If </span><span class=\"fontstyle0\">a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.</span></p>",
            "hit_dice": "6d6 + 12",
            "id": 10683,
            "initiative": "+2",
            "name": "Vegepygmy Chief",
            "reference": "Usergen",
            "size": "Small",
            "type": "Plant"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+3, 2d6 + 1 Piercing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Underground, Forest",
            "family": "Plant",
            "full_text": "<h1><span class=\"fontstyle2\"> <span class=\"fontstyle0\">THORNY<br /></span></span></h1><p><span class=\"fontstyle2\"><span class=\"fontstyle1\">Medium plant, neutral</span></span></p><hr /><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></span></p><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">27 (5d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5)<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+4, Stealth +3<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">lightning, piercing<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 60 ft., </span><span class=\"fontstyle4\">passive Perception </span><span class=\"fontstyle4\">14<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Languages ---</strong></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1 (200 XP)</span></span></p><hr /><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Plant Camouflage.</strong> </span><span class=\"fontstyle4\">The thorny has </span><span class=\"fontstyle4\">advantage </span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">Dexterity (Stealth) </span><span class=\"fontstyle4\">checks it makes in any terrain with ample </span><span class=\"fontstyle4\">obscuring&nbsp;</span><span class=\"fontstyle4\">plant </span><span class=\"fontstyle5\">life.<br /></span></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Regeneration.</strong> </span><span class=\"fontstyle4\">The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the </span><span class=\"fontstyle4\">thorny's </span><span class=\"fontstyle4\">next turn. The thorny dies only if it starts its turn with 0&nbsp;</span><span class=\"fontstyle4\">hit points and doesn't regenerate.<br /></span></span></p><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle7\">Thorny </span></strong><span class=\"fontstyle6\"><strong>Body.</strong> </span><span class=\"fontstyle4\">At the start of its turn, the thorny deals 2 (1d4) piercing </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">to any creature </span><span class=\"fontstyle4\">grappling </span><span class=\"fontstyle4\">it.</span></span></p><hr /><p><span class=\"fontstyle2\"><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></span></p><p><span class=\"fontstyle2\"><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 </span><span class=\"fontstyle4\">(2d6 + 1) piercing damage.</span></span></p><hr /><p><span class=\"fontstyle2\"><strong>Mold Begets Mold.</strong> </span><span class=\"fontstyle0\">Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. </span><span class=\"fontstyle5\">If&nbsp;</span><span class=\"fontstyle0\">a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">but have greater size and ferocity, as well as a thorn-covered body.</span></p>",
            "hit_dice": "5d8 + 5",
            "id": 10684,
            "initiative": "+1",
            "name": "Thorny",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "+7, 4d4 + 4 Bludgeoning",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Forest",
            "family": "Plant",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">WOOD WOAD</span></h1><p><span class=\"fontstyle0\">Medium </span><span class=\"fontstyle2\">p</span><span class=\"fontstyle2\">l</span><span class=\"fontstyle2\">ant, lawful neutral</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">18 (natural armor, shield)<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">75 (10d8 + 30)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> 30 </span><span class=\"fontstyle4\">ft., climb 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +7, </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+4, Stealth +4<br /></span></p><p><strong><span class=\"fontstyle3\">Damage Vulnerabilities </span></strong><span class=\"fontstyle4\">fire<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">bludgeoning, </span><span class=\"fontstyle4\">piercing&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">charmed, </span><span class=\"fontstyle4\">frightened<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">14<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Sylvan<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">5 (1,800 XP)</span></p><hr /><p><strong><span class=\"fontstyle0\">Magic </span></strong><span class=\"fontstyle2\"><strong>Club.</strong> </span><span class=\"fontstyle4\">In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).<br /></span></p><p><span class=\"fontstyle0\"><strong>Plant Camouflage.</strong> </span><span class=\"fontstyle4\">The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscu </span><span class=\"fontstyle4\">ri</span><span class=\"fontstyle4\">ng plant life.<br /></span></p><p><strong><span class=\"fontstyle0\">Regene</span><span class=\"fontstyle0\">r</span></strong><span class=\"fontstyle0\"><strong>ation.</strong> </span><span class=\"fontstyle4\">The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire d</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">mage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0&nbsp;</span><span class=\"fontstyle4\">hit points and doesn't regenerate.<br /></span></p><p><span class=\"fontstyle0\"><strong>Tree Stride.</strong> </span><span class=\"fontstyle4\">Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet ofthe second tree. Both trees must be Large or bigger.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle0\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The wood woad makes two attacks with its club.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Club.</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">14 (4d4 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Born of Sacrifice.</strong> </span><span class=\"fontstyle0\">The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn't necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">In the ritual a living person's chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Pitiless Protectors.</strong> </span><span class=\"fontstyle0\">Awood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take adion, they root themselves in the earth and silently take sustenance from it.&nbsp;</span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Uprooted by Immortality.</strong> </span><span class=\"fontstyle0\">Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian.</span></span></p>",
            "hit_dice": "10d8 + 30",
            "id": 10685,
            "initiative": "+1",
            "name": "Wood Woad",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d6 + 2 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Hills, Forest, Underground",
            "family": "Humanoid (Xvart)",
            "full_text": "<h1><span class=\"fontstyle0\">XVART<br /></span></h1><p><span class=\"fontstyle1\">Small humanoid (x</span><span class=\"fontstyle1\">v</span><span class=\"fontstyle1\">ar</span><span class=\"fontstyle1\">t</span><span class=\"fontstyle1\">), chaotic evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">1</span><span class=\"fontstyle4\">3 (leather armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">7 (2d6)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Stealth </span><span class=\"fontstyle4\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">30 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle3\">8<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/8 (25 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Low Cunning.</strong> </span><span class=\"fontstyle4\">The xvart can take the D</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">sengage action as a bonus action on each of its turns.<br /></span></p><p><span class=\"fontstyle6\"><strong>Overbearing Pack.</strong> </span><span class=\"fontstyle4\">The xvart has </span><span class=\"fontstyle4\">advantage </span><span class=\"fontstyle4\">on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated</span><span class=\"fontstyle4\">.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Raxivort's Tongue.</strong> </span><span class=\"fontstyle4\">The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats</span><span class=\"fontstyle4\">.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Shortsword.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 + 2) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Sling.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, range 30/120 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">4 (1d4 + 2) </span><span class=\"fontstyle4\">bludgeoning </span><span class=\"fontstyle4\">damage.</span></p><hr /><p><span class=\"fontstyle0\">Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.<br /></span></p><p><span class=\"fontstyle0\">Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from&nbsp;nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Raxivort's Betrayal.</strong> </span><span class=\"fontstyle0\">All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.<br /></span></p><p><span class=\"fontstyle0\">After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. </span></p><p><span class=\"fontstyle0\">In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart. </span></p><p><span class=\"fontstyle0\">Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Greedy Thugs.</strong> </span><span class=\"fontstyle0\">Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness </span><span class=\"fontstyle0\">only </span><span class=\"fontstyle0\">magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, </span><span class=\"fontstyle0\">which </span><span class=\"fontstyle0\">includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized&nbsp;</span><span class=\"fontstyle0\">lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places&nbsp;where normal vermin might flourish. </span></p><p><span class=\"fontstyle0\">Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.</span></p><p><span class=\"fontstyle0\"><strong> <span class=\"fontstyle0\">Vermin Masters. </span></strong><span class=\"fontstyle2\">Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts&nbsp;</span><span class=\"fontstyle2\">domesticate </span><span class=\"fontstyle2\">such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are </span><span class=\"fontstyle2\">dominant </span><span class=\"fontstyle2\">in any such arrangement. This relationship traces back to </span><span class=\"fontstyle2\">Raxivort's </span><span class=\"fontstyle2\">divine nature. Even though the xvarts inherited </span><span class=\"fontstyle2\">Raxivort's </span><span class=\"fontstyle2\">greed and cowardice, they also gained his ability to form bonds with such creatures.</span></span></p><hr /><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"> <span class=\"fontstyle0\"><strong>XVART SPEAKERS</strong><br /></span></span></span></p><p><span class=\"fontstyle0\"><span class=\"fontstyle2\"><span class=\"fontstyle2\">Axvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart. except that it has an Intelligence of 13 </span><span class=\"fontstyle3\">(-f</span><span class=\"fontstyle2\">1) and knows one additional language (usually Common or Goblin).</span></span><br /> </span></p>",
            "hit_dice": "2d6",
            "id": 10686,
            "initiative": "+2",
            "name": "Xvart",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "+4, 1d6 + 2 Slashing",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "Hills, Forest, Underground",
            "family": "Humanoid (Xvart)",
            "full_text": "<h1><span class=\"fontstyle0\">XVART WARLOCK OF RAXIVORT<br /></span></h1><p><span class=\"fontstyle2\">Small humanoid (xvar</span><span class=\"fontstyle2\">t</span><span class=\"fontstyle2\">)</span><span class=\"fontstyle2\">, cha</span><span class=\"fontstyle2\">ot</span><span class=\"fontstyle2\">i</span><span class=\"fontstyle2\">c e</span><span class=\"fontstyle2\">vil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12 (15 with </span><span class=\"fontstyle2\">mage armor}<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">22 </span><span class=\"fontstyle4\">(5d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">5)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">8&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Stealth +3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision 30 ft., </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception 10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">1 </span><span class=\"fontstyle4\">(200 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The xvart's innate spellcasting ability is&nbsp;</span><span class=\"fontstyle4\">Charisma. </span><span class=\"fontstyle4\">It can innately cast the </span><span class=\"fontstyle4\">following </span><span class=\"fontstyle4\">spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle2\">detect magic, mage armor </span><span class=\"fontstyle4\">(self only)<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11 </span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">+3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">eldritch blast, </span><span class=\"fontstyle7\">mage </span><span class=\"fontstyle2\">hand, minor illusion, poi</span><span class=\"fontstyle4\">son </span><span class=\"fontstyle2\">spray, prestidigitation<br /></span><em><span class=\"fontstyle4\">1st-2nd </span><span class=\"fontstyle4\">l</span></em><span class=\"fontstyle4\"><em>evel (2 2nd-level slots):</em> </span><span class=\"fontstyle2\">burning hands, expeditious retreat, invisibility, scorching ray<br /></span></p><p><span class=\"fontstyle6\"><strong>Low Cunning.</strong> </span><span class=\"fontstyle4\">The xvart can take the </span><span class=\"fontstyle4\">Disengage </span><span class=\"fontstyle4\">action as a bonus action on each of its turns</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Raxivort's Blessing.</strong> </span><span class=\"fontstyle4\">When the xvart reduces an enemy to 0 hit&nbsp;points, the xvart gains </span><span class=\"fontstyle0\">4 </span><span class=\"fontstyle4\">temporary </span><span class=\"fontstyle4\">hit points.<br /></span></p><p><strong><span class=\"fontstyle6\">Raxivort's </span></strong><span class=\"fontstyle0\"><strong>Tongue.</strong> </span><span class=\"fontstyle4\">The xvart can communicate with </span><span class=\"fontstyle4\">ordinary&nbsp;</span><span class=\"fontstyle4\">bats and rats, as well as giant bats and giant rats.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Scimitar.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">reach 5 ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, one target</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) slashing </span><span class=\"fontstyle4\">damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\"><strong>Xvart Warlocks.</strong> </span><span class=\"fontstyle2\">A xvart can forge a pact with Raxivort by stealing an item of such great value that the&nbsp;</span><span class=\"fontstyle2\">demigod </span><span class=\"fontstyle2\">himself appears before the xvart to claim it. After surrendering the item to </span><span class=\"fontstyle2\">Raxivort, </span><span class=\"fontstyle2\">the xvart asks for&nbsp;</span><span class=\"fontstyle2\">magical </span><span class=\"fontstyle2\">power so that it can find and deliver more great treasures into </span><span class=\"fontstyle2\">Raxivort's </span><span class=\"fontstyle2\">custody. If the </span><span class=\"fontstyle2\">demigod </span><span class=\"fontstyle2\">feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the </span><span class=\"fontstyle2\">howling </span><span class=\"fontstyle2\">chaos of&nbsp;</span><span class=\"fontstyle2\">Pandemonium. Raxivort's </span><span class=\"fontstyle2\">warlocks are respected and feared in xvart society</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">but they have little interest in political power. They scour the wilderness, old ruins, and&nbsp;</span><span class=\"fontstyle2\">dungeons </span><span class=\"fontstyle2\">for treasures</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">often with a handful of xvart&nbsp;</span><span class=\"fontstyle2\">sycophants </span><span class=\"fontstyle2\">and giant rat </span><span class=\"fontstyle2\">bodyguards </span><span class=\"fontstyle2\">in tow.</span></span></p>",
            "hit_dice": "5d6 + 5",
            "id": 10687,
            "initiative": "+2",
            "name": "Xvart Warlock of Raxivort",
            "reference": "Usergen",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+6, 2d6 + 4 Piercing + 4d6 Psychic",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Fey",
            "full_text": "<h1><span class=\"fontstyle0\">YETH </span><span class=\"fontstyle2\">HOUND<br /></span></h1><p><span class=\"fontstyle3\">Large fey, </span><span class=\"fontstyle3\">neutral </span><span class=\"fontstyle3\">evil</span></p><hr /><p><strong><span class=\"fontstyle4\">Armor </span><span class=\"fontstyle4\">Class </span></strong><span class=\"fontstyle4\">14</span><span class=\"fontstyle4\">&nbsp;</span><span class=\"fontstyle0\">(natural armor)</span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle0\">51 (6d10&nbsp;</span><span class=\"fontstyle2\">+ </span><span class=\"fontstyle0\">18)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle0\">40 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">fly 40 ft. (hover)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle4\">Damage </span></strong><span class=\"fontstyle0\"><strong>Immunities</strong> bludgeoning, piercing, </span><span class=\"fontstyle0\">and </span><span class=\"fontstyle0\">slashing </span><span class=\"fontstyle0\">from nonmagical attacks not made with silvered weapons<br /></span></p><p><span class=\"fontstyle0\"><strong>Condition Immunities</strong> charmed, </span><span class=\"fontstyle0\">exhaustion, frightened<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision 60 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">11<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle0\">understands </span><span class=\"fontstyle0\">Common, </span><span class=\"fontstyle0\">Elvish, and Sylvan but can't speak<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">4 </span><span class=\"fontstyle0\">(1,100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Keen Hearing and Smell.</strong> </span><span class=\"fontstyle0\">The yeth hound has advantage on Wisdom (Perception) checks that </span><span class=\"fontstyle0\">rely </span><span class=\"fontstyle0\">on hearing or smell.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Sunlight Banishment.</strong> </span><span class=\"fontstyle0\">If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once </span><span class=\"fontstyle0\">it </span><span class=\"fontstyle0\">is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.<br /></span></p><p><strong><span class=\"fontstyle3\">Telepathic </span></strong><span class=\"fontstyle6\"><strong>Bond.</strong> </span><span class=\"fontstyle0\">While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to hit, reach 5&nbsp;ft., one target.&nbsp;</span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle0\">11 (2d6 </span><span class=\"fontstyle2\">+ </span><span class=\"fontstyle0\">4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.<br /></span></p><p><span class=\"fontstyle6\"><strong>Baleful Baying.</strong> </span><span class=\"fontstyle0\">The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end ofthe hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet ofthe hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an ac</span><span class=\"fontstyle0\">tion, </span><span class=\"fontstyle0\">and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.</span></p><hr /><p><span class=\"fontstyle0\">Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Minions of a Dark Master.</strong> </span><span class=\"fontstyle0\">A pack of yeth hounds can be created by powerful fey such as the Queen of Air and<br />Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag.</span></p><p><span class=\"fontstyle0\">A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog's. The creature gives off an odor like smoke.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Sound of Looming Death.</strong> </span><span class=\"fontstyle0\">Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close. </span></p><p><span class=\"fontstyle0\">Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made </span><span class=\"fontstyle0\">of fog, </span><span class=\"fontstyle0\">but magic weapons and silvered weapons can </span><span class=\"fontstyle0\">strike </span><span class=\"fontstyle0\">true.&nbsp;</span></p><p><span class=\"fontstyle2\"><strong>Foiled by Sunlight.</strong> </span><span class=\"fontstyle0\">Yeth hounds can't stand sunlight. A pack never willingly prolongs a hunt beyond the night<br />hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack's master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set.</span></p>",
            "hit_dice": "6d10 + 18",
            "id": 10688,
            "initiative": "+3",
            "name": "Yeth Hound",
            "reference": "Usergen",
            "size": "Large",
            "type": "Fey"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+10, 2d6 + 6 Slashing",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "Urban, Swamp",
            "family": "Monstrosity (Shapechanger, yuan-ti)",
            "full_text": "<h1><span class=\"fontstyle0\">YUAN-TI ANATHEMA<br /></span></h1><p><span class=\"fontstyle2\">Huge </span><span class=\"fontstyle3\">monstrosity (shapechanger, yuan-ti), </span><span class=\"fontstyle3\">neutral evil</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle5\"><strong>Points</strong> </span><span class=\"fontstyle4\">189 (18d12 + 72)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> 40 </span><span class=\"fontstyle4\">ft., climb 30 </span><span class=\"fontstyle5\">ft.,&nbsp;</span><span class=\"fontstyle4\">swim 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">23&nbsp;(+6)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+7, Stealth +5<br /></span></p><p><strong><span class=\"fontstyle4\">Damage Resistances </span></strong><span class=\"fontstyle4\">acid, fire, lightning<br /></span></p><p><strong><span class=\"fontstyle0\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle0\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight 30 ft., </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 ft., </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">17<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, </span><span class=\"fontstyle4\">Common, Draconic<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">12 </span><span class=\"fontstyle0\">(8,400 XP)</span></p><hr /><p><strong><span class=\"fontstyle2\">Innate Spellcasting (Anathema </span><span class=\"fontstyle0\">Form </span></strong><span class=\"fontstyle2\"><strong>Only).</strong> </span><span class=\"fontstyle4\">The anathema's&nbsp;</span><span class=\"fontstyle4\">innate </span><span class=\"fontstyle4\">spellcasting ability is Charisma (spell save DC </span><span class=\"fontstyle4\">17). </span><span class=\"fontstyle4\">It can </span><span class=\"fontstyle4\">innately </span><span class=\"fontstyle4\">cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle3\">animal friendship </span><span class=\"fontstyle4\">(snakes only)<br /><em>3/day each:</em> </span><span class=\"fontstyle3\">darkness, entangle, fear, haste, suggestion, polymorph<br /></span><span class=\"fontstyle4\"><em>1/day:</em> </span><span class=\"fontstyle3\">divine word<br /></span></p><p><span class=\"fontstyle2\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The anathema has advantage on saving throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle2\"><strong>Ophidiophobia Aura.</strong> </span><span class=\"fontstyle4\">Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet ofthe anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.</span></p><p><span class=\"fontstyle3\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle4\">The anathema can use its action to polymorph into a Huge </span><span class=\"fontstyle0\">giant </span><span class=\"fontstyle4\">constrictor </span><span class=\"fontstyle0\">snake, </span><span class=\"fontstyle4\">or back into its true form. Its statistics are the same </span><span class=\"fontstyle4\">in </span><span class=\"fontstyle4\">each form. Any equipment it is wearing or carrying isn't transformed.<br /></span></p><p><span class=\"fontstyle2\"><strong>Six Heads.</strong> </span><span class=\"fontstyle4\">The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle2\">Multiattack (Anathema </span><span class=\"fontstyle0\">Form </span></strong><span class=\"fontstyle2\"><strong>Only).</strong> </span><span class=\"fontstyle4\">The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.<br /></span></p><p><strong><span class=\"fontstyle2\">Claw (Anathema </span><span class=\"fontstyle0\">Form </span></strong><span class=\"fontstyle2\"><strong>Only).</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+</span><span class=\"fontstyle4\">10 to hit, reach 10 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle4\">13 </span><span class=\"fontstyle4\">(2d6 + 6) slashing damage.</span></p><p><span class=\"fontstyle2\"><strong>Constrict.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack:+</span><span class=\"fontstyle4\">10 to hit, reach 15 ft., one Large or smaller creature. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle4\">16 (3d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">6) bludgeoning damage plus 7 (2d6) acid damage at the start ofeach of its turns, and the anathema can't constrict another target.</span></p><p><strong><span class=\"fontstyle2\">Flurry </span><span class=\"fontstyle3\">of&nbsp;</span></strong><span class=\"fontstyle2\"><strong>Bites.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+10 to hit, reach 10 ft., one creature. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle4\">27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">A yuan-ti abomination's quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful. Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Not Quite Divine.</strong> </span><span class=\"fontstyle0\">An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at</span> <span class=\"fontstyle0\">its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">An anathema's most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as \"divine flesh in a mortal body,\" and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence.<br /></span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle2\"><strong>Immortal.</strong> </span><span class=\"fontstyle0\">Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control.</span> </span></p>",
            "hit_dice": "18d12 + 72",
            "id": 10689,
            "initiative": "+1",
            "name": "Yuan-Ti Anathema",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+4, 1d8 + 2 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Urban",
            "family": "Humanoid (yuan-ti)",
            "full_text": "<h1><span class=\"fontstyle0\">YUAN-TI BROODGUARD</span></h1><p><span class=\"fontstyle1\">Medium humanoid (yuan-t</span><span class=\"fontstyle1\">i</span><span class=\"fontstyle1\">), neutral evil</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle3\"><strong>Class</strong> 14 </span><span class=\"fontstyle4\">(natural </span><span class=\"fontstyle3\">armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">45 </span><span class=\"fontstyle4\">(7d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">14)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">4&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Str </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Dex </span><span class=\"fontstyle3\">+4, </span><span class=\"fontstyle4\">Wis +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, </span><span class=\"fontstyle4\">Common, Draconic<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">2 </span><span class=\"fontstyle3\">(450 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Mental </span></strong><span class=\"fontstyle6\"><strong>Resistance.</strong> </span><span class=\"fontstyle4\">The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it.<br /></span></p><p><span class=\"fontstyle6\"><strong>Reckless.</strong> </span><span class=\"fontstyle4\">At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The broodguard makes three attacks: one with its bite and two with its claws.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d8 + 2) piercing damage.<br /></span></p><p><span class=\"fontstyle1\"><strong>Claws.</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">2) slashing damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as \"histachii,\" which means \"egg-watchers.\"&nbsp;</span></span></p><p><span class=\"fontstyle4\"><strong><span class=\"fontstyle2\">Human </span></strong><span class=\"fontstyle2\"><strong>No More.</strong> </span><span class=\"fontstyle0\">Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises.</span></span></p>",
            "hit_dice": "7d8 + 14",
            "id": 10690,
            "initiative": "+2",
            "name": "Yuan-Ti Broodguard",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 1d4 + 3 Piercing + 2d6 Poison",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Monstrosity (Shapechanger, yuan-ti)",
            "full_text": "<h1><span class=\"fontstyle0\">YUAN-TI MIND WHISPERER<br /></span></h1><p><span class=\"fontstyle2\">Medium </span><span class=\"fontstyle2\">monstrosity </span><span class=\"fontstyle2\">(shapechanger, yuan-ti), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">71 (13d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">13)</span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle3\">Wis +4, </span><span class=\"fontstyle4\">Cha +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Deception </span><span class=\"fontstyle4\">+5, Stealth +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">poisoned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">darkvision </span><span class=\"fontstyle4\">120 ft. (penetrates magical </span><span class=\"fontstyle4\">darkness),&nbsp;</span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perception&nbsp;12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Abyssal, Common, </span><span class=\"fontstyle4\">Draconic<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">4 (1,100 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle4\">The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't </span><span class=\"fontstyle4\">transformed. </span><span class=\"fontstyle4\">If it dies, it stays in its current form.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti's innate spellcasting ability is Charisma (spell </span><span class=\"fontstyle3\">save </span><span class=\"fontstyle4\">DC 13). The yuan-ti can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle2\">animal friendship </span><span class=\"fontstyle3\">(snakes </span><span class=\"fontstyle4\">only)<br /><em>3/day:</em> </span><span class=\"fontstyle2\">suggestion<br /></span></p><p><span class=\"fontstyle6\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The yuan-ti has advantage on saving throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle6\"><strong>Mind Fangs (2/Day).</strong> </span><span class=\"fontstyle4\">The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.<br /></span></p><p><span class=\"fontstyle2\"><strong>Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">eldritch blast </span><span class=\"fontstyle4\">(range 300 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle4\">+3 bonus to each&nbsp;</span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle2\">roll), friends, message, minor illusion, poison spray, prestidigitation<br /></span><span class=\"fontstyle4\"><em>1st-3rd level (2 3rd-level slots):</em> </span><span class=\"fontstyle2\">charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script<br /></span></p><p><span class=\"fontstyle6\"><strong>Sseth's Blessing.</strong> </span><span class=\"fontstyle4\">When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Multiattack (Yuan-ti </span><span class=\"fontstyle3\">Form </span></strong><span class=\"fontstyle6\"><strong>Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti makes one bite attack and one scimitar attack.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<br /></span></p><p><strong><span class=\"fontstyle2\">Scimitar (Yuan-ti </span><span class=\"fontstyle4\">Form </span></strong><span class=\"fontstyle2\"><strong>Only).</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft.; one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">6 (1d6 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">3) slashing damage.</span></p><hr /><p><span class=\"fontstyle0\">Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.<br /></span></p><p><span class=\"fontstyle0\">A mind whisperer is </span><span class=\"fontstyle2\">elusive, </span><span class=\"fontstyle0\">manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits </span><span class=\"fontstyle0\">it. </span><span class=\"fontstyle0\">The worshipers of Sseth have their hands in many schemes, often plying the</span>&nbsp;&nbsp;<span class=\"fontstyle0\">middle ground between two factions, and thus spend a&nbsp;</span><span class=\"fontstyle0\">lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble. </span></p><p><span class=\"fontstyle0\">This malison is the type that has a human body and a snake head.</span> </p>",
            "hit_dice": "13d8 + 13",
            "id": 10691,
            "initiative": "+2",
            "name": "Yuan-Ti Mind Whisperer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 2d6 + 3 Bludgeoning, grappled (Escape DC 14) if Large or smaller",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Monstrosity (Shapechanger, yuan-ti)",
            "full_text": "<h1><span class=\"fontstyle0\">YUAN-TI NIGHTMARE SPEAKER<br /></span></h1><p><span class=\"fontstyle2\">Medium monstrosity (shapechanger, yuan-ti), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">14 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">71 (13d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">13)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle0\">Wis +3, Cha +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle0\">Deception </span><span class=\"fontstyle0\">+5, Stealth +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle3\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle0\">po</span><span class=\"fontstyle0\">i</span><span class=\"fontstyle0\">so</span><span class=\"fontstyle0\">n</span><span class=\"fontstyle0\">ed<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">darkvision 120 </span><span class=\"fontstyle0\">ft. </span><span class=\"fontstyle0\">(pene</span><span class=\"fontstyle0\">t</span><span class=\"fontstyle0\">rates </span><span class=\"fontstyle0\">magical </span><span class=\"fontstyle0\">da</span><span class=\"fontstyle0\">rk</span><span class=\"fontstyle0\">ness),&nbsp;</span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Pe</span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">ception </span><span class=\"fontstyle0\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle0\">Abyssal</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">Common</span><span class=\"fontstyle0\">, Draconic<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 4 </span><span class=\"fontstyle0\">(1 </span><span class=\"fontstyle0\">,</span><span class=\"fontstyle0\">100 </span><span class=\"fontstyle0\">XP</span><span class=\"fontstyle0\">)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle0\">The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn</span><span class=\"fontstyle0\">'</span><span class=\"fontstyle0\">t transformed. If it dies, it stays in its current form</span><span class=\"fontstyle0\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Death Fangs (2/Day).</strong> </span><span class=\"fontstyle0\">The first time the yuan</span><span class=\"fontstyle0\">-</span><span class=\"fontstyle0\">ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle0\">The yuan-ti's innate spellcasting ability is Charisma (spell save DC </span><span class=\"fontstyle0\">13). </span><span class=\"fontstyle0\">The yuan-ti can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><em>At will:</em> </span><span class=\"fontstyle2\">animalfriendship </span><span class=\"fontstyle0\">(snakes only)<br /><em>3/day:</em> </span><span class=\"fontstyle2\">suggestion<br /></span></p><p><span class=\"fontstyle6\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle0\">The </span><span class=\"fontstyle3\">yuan-ti </span><span class=\"fontstyle0\">has advantage on saving throws against spells and other magical effects</span><span class=\"fontstyle0\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle0\">The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC&nbsp;</span><span class=\"fontstyle0\">13, </span><span class=\"fontstyle0\">+5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle0\"><em>Cantrip (at will):</em> </span><span class=\"fontstyle2\">chill touch, eldritch blast </span><span class=\"fontstyle0\">(range 300 ft.</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">+3 bonus to each damage roll), </span><span class=\"fontstyle2\">mage hand, message, poison spray, prestidigitation<br /></span><span class=\"fontstyle0\"><em>1st-3rd level (2 3rd-level slots):</em> </span><span class=\"fontstyle2\">arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle0\">The yuan-ti makes one constrict attack and one scimitar attack</span><span class=\"fontstyle0\">.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Constrict.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+5 to hit, reach 10 ft. </span><span class=\"fontstyle0\">, </span><span class=\"fontstyle0\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Scimitar (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+5 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle0\">6 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">3) slashing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Invoke Nightmare (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle0\">The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature</span><span class=\"fontstyle0\">. </span><span class=\"fontstyle0\">The target must make a DC </span><span class=\"fontstyle0\">13 </span><span class=\"fontstyle0\">Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened ofthe manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1&nbsp;minute and can't be harmed. The target can repeat the saving throw at the end ofeach of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.</span></p><hr /><p><span class=\"fontstyle0\">Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal worid. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic<br />and influence to make these visions come true. </span></p><p><span class=\"fontstyle0\">The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead. </span></p><p><span class=\"fontstyle0\">This malison is the type that has a human head and upper body with a serpentine lower body instead of legs.</span> </p>",
            "hit_dice": "13d8 + 13",
            "id": 10692,
            "initiative": "+2",
            "name": "Yuan-Ti Nightmare Speaker",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 1d4 + 3 Piercing + 2d6 Poison",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Monstrosity (Shapechanger, yuan-ti)",
            "full_text": "<h1><span class=\"fontstyle0\">YUAN-TI PIT MASTER<br /></span></h1><p><span class=\"fontstyle2\">Medium monstrosity (shapechanger, yuan-ti), neutral evil</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">14 (natural armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> 8</span><span class=\"fontstyle3\">8 </span><span class=\"fontstyle4\">(16d8 + 16)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Saving Thr</span><span class=\"fontstyle3\">o</span></strong><span class=\"fontstyle3\"><strong>ws</strong> </span><span class=\"fontstyle4\">Wis +3, Cha +5<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> De</span><span class=\"fontstyle4\">ce</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">ion +5, Stealth </span><span class=\"fontstyle3\">+4<br /></span></p><p><strong><span class=\"fontstyle3\">Damage </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">poison<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">soned<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">da</span><span class=\"fontstyle4\">rkvis</span><span class=\"fontstyle4\">io</span><span class=\"fontstyle4\">n 120 ft. </span><span class=\"fontstyle4\">(pene</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ra</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">s magical </span><span class=\"fontstyle4\">da</span><span class=\"fontstyle4\">rk</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">ss</span><span class=\"fontstyle4\">), passive Per</span><span class=\"fontstyle4\">cep</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ion </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">Ab</span><span class=\"fontstyle4\">yssal</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">C</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">mo</span><span class=\"fontstyle4\">n, Draconic<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">5 (1,800 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Shapechanger.</strong> </span><span class=\"fontstyle4\">The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.<br /></span></p><p><span class=\"fontstyle6\"><strong>Innate Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti's i</span><span class=\"fontstyle4\">nnate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle2\">animal friendship </span><span class=\"fontstyle4\">(snakes only)<br /><em>3/day:</em> </span><span class=\"fontstyle2\">suggestion<br /></span></p><p><span class=\"fontstyle6\"><strong>Magic Resistance.</strong> </span><span class=\"fontstyle4\">The yuan-ti has advantage on saving throws against spells and other magical effects.<br /></span></p><p><span class=\"fontstyle6\"><strong>Poison's Disciple (2/Day).</strong> </span><span class=\"fontstyle4\">The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips (at w</span><span class=\"fontstyle4\">i</span></em><span class=\"fontstyle4\"><em>ll):</em> </span><span class=\"fontstyle2\">eldritch blast </span><span class=\"fontstyle4\">(range 300 ft., +3 bonus to each damage </span><span class=\"fontstyle2\">roll), friends, guidance, mage hand, message, poison spray<br /></span><span class=\"fontstyle4\"><em>1st-3rd level (2 3rd-level slots):</em> </span><span class=\"fontstyle2\">command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch</span></p><hr /><p><strong>ACTIONS</strong></p><p><span class=\"fontstyle6\"><strong>Multiattack (Yuan-ti Form Only).</strong> </span><span class=\"fontstyle4\">The yuan-ti makes two bite attacks using its snake arms.<br /></span></p><p><span class=\"fontstyle6\"><strong>Bite.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target</span><span class=\"fontstyle4\">.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Merrshaulk's Slumber (1/Day).</strong> </span><span class=\"fontstyle4\">The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A s</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">eeping target awakens if it takes damage or if someone uses an action to shake or slap tt awake. This magical sleep has no effect on a creature immune to being charmed.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and<br />believe that they are best equipped to achieve the goals of their people. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">Pit masters are deeply involved in the race's long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters. </span></span></p><p><span class=\"fontstyle4\"><span class=\"fontstyle0\">This malison is the type that has a human head and body and snakes for arms.</span> </span></p>",
            "hit_dice": "16d8 + 16",
            "id": 10693,
            "initiative": "+2",
            "name": "Yuan-Ti Pit Master",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 2d8 + 5 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Plains",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">AUROCHS<br /></span></h1><p><span class=\"fontstyle1\">L</span><span class=\"fontstyle1\">arge </span><span class=\"fontstyle1\">b</span><span class=\"fontstyle1\">east, </span><span class=\"fontstyle3\">unaligned</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor class</strong> </span><span class=\"fontstyle5\">11 (</span><span class=\"fontstyle5\">natural armor)<br /></span></p><p><strong><span class=\"fontstyle5\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle5\">38 (4d10 </span><span class=\"fontstyle6\">+ </span><span class=\"fontstyle5\">16)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">50 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">19&nbsp;(+4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2 (-4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">5&nbsp;(-3)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive Perception 11<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">2 </span><span class=\"fontstyle5\">(450 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle1\"><strong>Charge.</strong> </span><span class=\"fontstyle5\">If the aurochs moves at </span><span class=\"fontstyle5\">least </span><span class=\"fontstyle5\">20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing d</span><span class=\"fontstyle5\">ama</span><span class=\"fontstyle5\">g</span><span class=\"fontstyle5\">e</span><span class=\"fontstyle5\">. If the target is a creature, it must succeed on a DC 15 </span><span class=\"fontstyle5\">S</span><span class=\"fontstyle5\">trengt</span><span class=\"fontstyle5\">h </span><span class=\"fontstyle5\">saving throw or be knocked prone.</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Gore.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+7 </span><span class=\"fontstyle5\">to hit, reach 5 </span><span class=\"fontstyle5\">ft., </span><span class=\"fontstyle5\">one target. Hit: 14 (2d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">5) piercing damage.</span></p><hr /><p><span class=\"fontstyle0\">Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or \"Bull\" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes.<br /></span></p><p><span class=\"fontstyle0\">Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols ofBahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish.</span> </p>",
            "hit_dice": "4d10 + 16",
            "id": 10694,
            "initiative": "+0",
            "name": "Aurochs",
            "reference": "Usergen",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d6 + 4 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Plains",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">COW<br /></span></h1><p><span class=\"fontstyle1\">Large beast</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle0\">10<br /></span></p><p><strong><span class=\"fontstyle0\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle0\">15 (2d10 + </span><span class=\"fontstyle3\">4)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle0\">30 ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle0\">passive </span><span class=\"fontstyle0\">Perception </span><span class=\"fontstyle0\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle0\">1/4 </span><span class=\"fontstyle0\">(50 </span><span class=\"fontstyle0\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Charge.</strong> </span><span class=\"fontstyle0\">If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing dama</span><span class=\"fontstyle0\">g</span><span class=\"fontstyle0\">e.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Gore.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle0\">+6 to </span><span class=\"fontstyle0\">hit, </span><span class=\"fontstyle0\">reach 5 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle0\">one target.&nbsp;</span><span class=\"fontstyle7\">Hit: </span><span class=\"fontstyle0\">7 (1d6 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle4\">4) </span><span class=\"fontstyle0\">piercing damage.</span></p><hr /><p><span class=\"fontstyle0\">There are many kinds of cattle, from common oxen to more unusual, magical variants. Use the cow stat block to represent them, with the changes noted below</span>&nbsp;</p><p><strong>OX</strong></p><p><span class=\"fontstyle1\">An ox is mainly used for draft work rather than meat or milk. Oxen have the following additional trait:&nbsp;</span></p><p><strong><span class=\"fontstyle3\">Beast </span><span class=\"fontstyle3\">o</span><span class=\"fontstyle3\">f </span><span class=\"fontstyle3\">B</span><span class=\"fontstyle3\">ur</span><span class=\"fontstyle3\">d</span></strong><span class=\"fontstyle3\"><strong>en.</strong> </span><span class=\"fontstyle1\">The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity.<br /></span></p><p><strong><span class=\"fontstyle1\">ROTHE<br /></span></strong></p><p><span class=\"fontstyle1\">Ordinary rothe resemble musk oxen and have darkvision out to a range of 30 feet. Deep rothe are stunted Underdark variants of rothe. They are Medium instead of Large, have 13 (2d8 + 4) hit points, and communicate with each other by using magical flashing lights. They have darkvision out to a range of 60 feet and the following additional trait:<br /></span></p><p><strong><span class=\"fontstyle3\">Innate Spellca</span><span class=\"fontstyle3\">s</span><span class=\"fontstyle3\">ti</span><span class=\"fontstyle3\">n</span></strong><span class=\"fontstyle3\"><strong>g.</strong> </span><span class=\"fontstyle1\">The deep rothe's spellcasting ability is Charisma. It can innately cast </span><span class=\"fontstyle4\">dancing lights </span><span class=\"fontstyle1\">at will, requiring no components.<br /></span></p><p><strong><span class=\"fontstyle1\">STENCH </span></strong><span class=\"fontstyle0\"><strong>KOW</strong><br /></span></p><p><span class=\"fontstyle1\">These orange and green misshapen bison are native to the Lower Planes. They have resistance to cold, fire, and<br />poison damage, darkvision out to a range of 60 feet, and the following additional trait:<br /></span></p><p><span class=\"fontstyle3\"><strong>Stench.</strong> </span><span class=\"fontstyle1\">Any creature other than a stench kow that starts its turn within 5 feet ofthe stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the&nbsp;creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.</span> </p>",
            "hit_dice": "2d10 + 4",
            "id": 10695,
            "initiative": "+0",
            "name": "Cow",
            "reference": "Usergen",
            "size": "Large",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d6 + 2 Bludgeoning",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Sea",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">DOLPHIN<br /></span></h1><p><span class=\"fontstyle1\">Medium beast unaligned</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor class</strong> </span><span class=\"fontstyle4\">12 (natural armor)&nbsp;</span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">11 </span><span class=\"fontstyle0\">(2d8&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle0\">2)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong>&nbsp;0 ft., </span><span class=\"fontstyle4\">swim </span><span class=\"fontstyle4\">60 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">6&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">+3<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">blindsight </span><span class=\"fontstyle4\">60 ft., passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">1/8 (25 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Charge.</strong> </span><span class=\"fontstyle4\">If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Hold Breath.</strong> </span><span class=\"fontstyle4\">The dolphin can hold its breath for 20 minutes.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Slam.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+4 to hit, reach 5 f</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 + 2) bludgeoning damage.</span></p><hr /><p><span class=\"fontstyle0\">Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.</span></p>",
            "hit_dice": "2d8 + 2",
            "id": 10696,
            "initiative": "+1",
            "name": "Dolphin",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+0, 1d4 Rot Grubs",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Any",
            "family": "Beast",
            "full_text": "<h1><span class=\"fontstyle0\">SWARM OF ROT GRUBS<br /></span></h1><p><span class=\"fontstyle2\">Medium </span><span class=\"fontstyle3\">swarm&nbsp;</span><span class=\"fontstyle2\">of Tiny </span><span class=\"fontstyle2\">beasts, unalligned</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor class</strong> 8<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle5\">22 </span><span class=\"fontstyle0\">(5d8)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle0\">5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle5\">climb 5 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">7&nbsp;(-2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10&nbsp;(+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">1&nbsp;(-5)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">2&nbsp;(-4)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">1&nbsp;(-5)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle5\">piercing, slashing<br /></span></p><p><span class=\"fontstyle4\"><strong>Condition Immunities</strong> </span><span class=\"fontstyle5\">charmed, </span><span class=\"fontstyle5\">frightened, </span><span class=\"fontstyle5\">grappled, paralyzed, petrified, prone, restrained<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">blindsight </span><span class=\"fontstyle5\">10 ft., passive </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">6<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages ---</strong></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">1/2 (100 </span><span class=\"fontstyle6\">XP)</span></p><hr /><p><span class=\"fontstyle7\"><strong>Swarm.</strong> </span><span class=\"fontstyle5\">The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle7\"><strong>Bites.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+0 to hit, reach 0 ft</span><span class=\"fontstyle5\">.</span><span class=\"fontstyle5\">, one creature in the swarm's space. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle5\">The target is infested by 1d4 rot grubs. At the start ofeach of the target's turns, the target takes 1d6 piercing damage per rot grub </span><span class=\"fontstyle5\">infesting </span><span class=\"fontstyle6\">it. </span><span class=\"fontstyle5\">Applying fire to the bite wound before the end of the target's next turn deals 1&nbsp;fire damage to the target and kills these rot grubs</span><span class=\"fontstyle5\">. </span><span class=\"fontstyle5\">After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any<br />effect that cures disease kills all rot grubs infesting the target.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. </span></span></p><p><span class=\"fontstyle5\"><span class=\"fontstyle0\">Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with it must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature's flesh and deals 3 (1d6) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0&nbsp;</span><span class=\"fontstyle0\">hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it.</span> </span></p>",
            "hit_dice": "5d8",
            "id": 10697,
            "initiative": "-2",
            "name": "Swarm of Rot Grubs",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Vermin"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+3, 1d6 - 1 Bludgeoning or 1d8 - 1 if used with 2 hands",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">ABJURER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any ra</span><span class=\"fontstyle1\">ce),&nbsp;</span><span class=\"fontstyle1\">any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor class</strong> </span><span class=\"fontstyle4\">12 (15&nbsp;with </span><span class=\"fontstyle1\">mage armor)<br /></span><span class=\"fontstyle3\"><strong>Hit Points</strong> 84 </span><span class=\"fontstyle4\">(13d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">26)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Sav</span><span class=\"fontstyle3\">i</span></strong><span class=\"fontstyle3\"><strong>ng Throws</strong> </span><span class=\"fontstyle4\">Int </span><span class=\"fontstyle3\">+8, Wis +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +8, History +8<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive P</span><span class=\"fontstyle4\">ercep</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four </span><span class=\"fontstyle4\">lan</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">uages<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">9 </span><span class=\"fontstyle4\">(5,000 XP)</span></p><hr /><p><span class=\"fontstyle6\">Spellcasting. </span><span class=\"fontstyle4\">The abjurer is a 13th-level spellcaster</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">Its spellcasting ability is Intelligence (spell save DC 16, +8 to<br />hit with spell attacks). The abjurer has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle4\">Cantrips (at w</span><span class=\"fontstyle4\">ill</span><span class=\"fontstyle4\">)</span><span class=\"fontstyle4\">: </span></em><span class=\"fontstyle1\">blade ward</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">dancing l</span><span class=\"fontstyle1\">i</span><span class=\"fontstyle1\">ghts</span><span class=\"fontstyle1\">, </span><span class=\"fontstyle1\">mending, message, ray of frost<br /></span><em><span class=\"fontstyle4\">1st level (4 s</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">ots)</span></em><span class=\"fontstyle4\"><em>:</em> </span><span class=\"fontstyle1\">alarm,* mage armor,* magic missile, shield*<br /></span><em><span class=\"fontstyle4\">2nd level (3 slots)</span></em><span class=\"fontstyle4\"><em>:</em> </span><span class=\"fontstyle1\">arcane lock,* invisibility<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">counterspell</span><span class=\"fontstyle1\">,* </span><span class=\"fontstyle1\">dispel magic,* fireball<br /></span><em><span class=\"fontstyle4\">4th level (3 s</span><span class=\"fontstyle4\">l</span></em><span class=\"fontstyle4\"><em>ots):</em> </span><span class=\"fontstyle1\">banishment,</span><span class=\"fontstyle1\">* </span><span class=\"fontstyle1\">stoneskin*<br /></span><span class=\"fontstyle4\"><em>5th level (2 slots):</em> </span><span class=\"fontstyle1\">cone of cold, wall of force<br /></span><span class=\"fontstyle4\"><em>6th level (1 slot):&nbsp;</em>flesh </span><span class=\"fontstyle1\">to stone, globe of invulnerability</span><span class=\"fontstyle1\">*<br /></span><em><span class=\"fontstyle4\">7th level (1 slot)</span></em><span class=\"fontstyle4\"><em>:</em> </span><span class=\"fontstyle1\">symbol,</span><span class=\"fontstyle1\">* </span><span class=\"fontstyle1\">teleport<br /></span><span class=\"fontstyle4\">*</span><span class=\"fontstyle4\">Abjuration spell of 1st level or higher<br /></span></p><p><span class=\"fontstyle6\"><strong>Arcane Ward.</strong> </span><span class=\"fontstyle4\">The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remain</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">ng damage. When the abjurer casts an abjuration spell of 1st level or higher</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">the ward regains a number of hit points equal to twice the level of the spell.</span></p><hr /><p><strong><span class=\"fontstyle5\">A</span><span class=\"fontstyle5\">CTI</span></strong><span class=\"fontstyle5\"><strong>ONS</strong><br /></span></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle1\">Melee Weapon </span><span class=\"fontstyle6\">Attack</span><span class=\"fontstyle6\">:&nbsp;</span><span class=\"fontstyle4\">+</span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">to hit, reach 5 </span><span class=\"fontstyle4\">ft</span><span class=\"fontstyle4\">.</span><span class=\"fontstyle4\">, </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">2 (1d6 -&nbsp;1)</span><span class=\"fontstyle4\">&nbsp;b</span><span class=\"fontstyle4\">l</span><span class=\"fontstyle4\">udgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used wi</span><span class=\"fontstyle4\">th </span><span class=\"fontstyle4\">two hands</span><span class=\"fontstyle4\">.</span>&nbsp;</p><hr /><p><span class=\"fontstyle0\">Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults.</span> </p>",
            "hit_dice": "13d8 + 26",
            "id": 10698,
            "initiative": "+2",
            "name": "Abjurer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+2, 1d4 Piercing",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">APPRENTICE WIZARD<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (any race), any a</span><span class=\"fontstyle2\">lignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> 10</span><span class=\"fontstyle4\"><br /></span></p><p><span class=\"fontstyle0\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">9 </span><span class=\"fontstyle4\">(2d8)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +4, History +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perc</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any one l</span><span class=\"fontstyle4\">angu</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">e (usually </span><span class=\"fontstyle4\">Co</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">mon</span><span class=\"fontstyle4\">)<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">1/4 </span><span class=\"fontstyle0\">(50&nbsp;</span><span class=\"fontstyle3\">XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):&nbsp;</em>fire </span><span class=\"fontstyle2\">bolt, mending, prestidigitation<br /></span><span class=\"fontstyle4\"><em>1st level (2 slots):</em> </span><span class=\"fontstyle2\">burning hands, disguise self, shield</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Dagger.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+2 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle2\">Hit</span><span class=\"fontstyle2\">: </span><span class=\"fontstyle4\">2 (1d4) piercing damage</span><span class=\"fontstyle4\">.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic.</span> </span></p>",
            "hit_dice": "2d8",
            "id": 10699,
            "initiative": "+0",
            "name": "Apprentice Wizard",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d6 + 2 Slashing",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">ARCHDRUID<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), </span><span class=\"fontstyle1\">any alignment</span></p><hr /><p><span class=\"fontstyle0\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">16 (h</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">de armor, shield)<br /></span></p><p><strong><span class=\"fontstyle3\">Hit </span></strong><span class=\"fontstyle0\"><strong>Points</strong> </span><span class=\"fontstyle3\">132 (24d8 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle3\">24)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle0\"><strong>Saving Throws</strong> </span><span class=\"fontstyle3\">Int +S. Wis +9<br /></span></p><p><span class=\"fontstyle0\"><strong>Skills</strong> </span><span class=\"fontstyle3\">Medicine +9, Nature +5, Perception +9<br /></span></p><p><span class=\"fontstyle0\"><strong>Senses</strong> passive </span><span class=\"fontstyle3\">Perception 19<br /></span></p><p><span class=\"fontstyle0\"><strong>Languages</strong> </span><span class=\"fontstyle3\">Druidic plus any two languages<br /></span></p><p><span class=\"fontstyle0\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">12 (8,400 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle3\">The archdruid is an 18th-level spellcaster</span><span class=\"fontstyle3\">. </span><span class=\"fontstyle3\">Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle3\">Cantrips (at will)</span></em><span class=\"fontstyle3\"><em>:</em> </span><span class=\"fontstyle1\">druidcraft, mending, poison spray, produce flame<br /></span><em><span class=\"fontstyle3\">1st level </span><span class=\"fontstyle0\">(4 </span></em><span class=\"fontstyle3\"><em>slots):</em> </span><span class=\"fontstyle1\">cure wounds, entangle, faerie fire, speak with animals<br /></span><em><span class=\"fontstyle3\">2nd level (3 slots)</span></em><span class=\"fontstyle3\"><em>:</em> </span><span class=\"fontstyle1\">animal messenger, beast sense, hold person<br /></span><span class=\"fontstyle3\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">conjure animals, meld into stone, water breathing<br /></span><span class=\"fontstyle3\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">dominate beast, locate creature, stoneskin</span><span class=\"fontstyle1\">,&nbsp;</span><span class=\"fontstyle1\">wall of fire<br /></span><span class=\"fontstyle3\"><em>5th level (3 slots):</em> </span><span class=\"fontstyle1\">commune with nature, mass cure wounds, tree stride<br /></span><em><span class=\"fontstyle3\">6th level (1 slot)</span></em><span class=\"fontstyle3\"><em>:</em> </span><span class=\"fontstyle1\">heal, heroes' feast, sunbeam<br /></span><span class=\"fontstyle3\"><em>7th level (1 slot):</em> </span><span class=\"fontstyle1\">fire storm<br /></span><span class=\"fontstyle3\"><em>8th level (1 slot):</em> </span><span class=\"fontstyle1\">animal shapes<br /></span><em><span class=\"fontstyle3\">9th level </span><span class=\"fontstyle6\">(1 </span></em><span class=\"fontstyle1\"><em>slot):&nbsp;</em>foresight</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Scimitar.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+6 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle3\">5 (1d6 + 2) slashing damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Change Shape (2/Day).</strong> </span><span class=\"fontstyle3\">The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn</span><span class=\"fontstyle3\">.&nbsp;</span><span class=\"fontstyle3\">While in a new form, the archdruid retains !ts game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and<br />reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form </span><span class=\"fontstyle3\">'</span><span class=\"fontstyle3\">s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.</span>&nbsp;</p><hr /><p><span class=\"fontstyle0\">Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are </span><span class=\"fontstyle2\">druids </span><span class=\"fontstyle0\">(see the&nbsp;</span><span class=\"fontstyle3\">Monster Manual </span><span class=\"fontstyle0\">for statistics), and the archdruid's lair is usually guarded by loyal beasts and fey creatures.</span></p>",
            "hit_dice": "24d8 + 24",
            "id": 10700,
            "initiative": "+2",
            "name": "Archdruid",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d8 + 4 Piercing",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">ARCHER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">16 (studded leather)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">75 (10d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">30)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> 30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Acrobatics +6, Perception +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> passive </span><span class=\"fontstyle4\">Perception 15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any one language (usually Common)<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 (700 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Archer's Eye (3/Day).</strong> </span><span class=\"fontstyle3\">As a </span><span class=\"fontstyle4\">bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The archer makes two attacks with its longbow</span><span class=\"fontstyle4\">.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Shortsword.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">7 (1d6 + </span><span class=\"fontstyle3\">4) </span><span class=\"fontstyle4\">piercing damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Longbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, range 150/600 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 (1d8 + 4) piercing damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.</span> </span></p>",
            "hit_dice": "10d8 + 30",
            "id": 10701,
            "initiative": "+4",
            "name": "Archer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+4, 1d6 + 2 Piercing",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">BARD<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid </span><span class=\"fontstyle1\">(any </span><span class=\"fontstyle3\">race),&nbsp;</span><span class=\"fontstyle1\">any alignment</span></p><hr /><p><strong><span class=\"fontstyle4\">Armor C</span><span class=\"fontstyle4\">l</span></strong><span class=\"fontstyle4\"><strong>ass</strong> </span><span class=\"fontstyle5\">15 (chain shirt)<br /></span></p><p><strong><span class=\"fontstyle5\">Hit </span><span class=\"fontstyle4\">Po</span><span class=\"fontstyle4\">i</span></strong><span class=\"fontstyle4\"><strong>nts</strong> </span><span class=\"fontstyle5\">44 </span><span class=\"fontstyle4\">(8d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle5\">8)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle4\">Saving </span></strong><span class=\"fontstyle4\"><strong>Throws</strong> </span><span class=\"fontstyle5\">Dex </span><span class=\"fontstyle4\">+4, </span><span class=\"fontstyle5\">Wis +3<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Acr</span><span class=\"fontstyle5\">o</span><span class=\"fontstyle5\">ba</span><span class=\"fontstyle5\">ti</span><span class=\"fontstyle5\">cs </span><span class=\"fontstyle5\">+4, </span><span class=\"fontstyle5\">Perceptio</span><span class=\"fontstyle5\">n </span><span class=\"fontstyle5\">+5, </span><span class=\"fontstyle5\">P</span><span class=\"fontstyle5\">er</span><span class=\"fontstyle5\">forma</span><span class=\"fontstyle5\">n</span><span class=\"fontstyle5\">ce </span><span class=\"fontstyle5\">+6<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">P</span><span class=\"fontstyle5\">e</span><span class=\"fontstyle5\">rc</span><span class=\"fontstyle5\">eption </span><span class=\"fontstyle5\">15<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">any two languages<br /></span><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle6\">2 </span><span class=\"fontstyle5\">(450 XP)</span></p><hr /><p><span class=\"fontstyle3\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle5\">The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells </span><span class=\"fontstyle5\">prepared</span><span class=\"fontstyle5\">:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle5\">Cantrips (at </span></em><span class=\"fontstyle1\"><em>will):</em>friends, mage hand, vicious mockery<br /></span><span class=\"fontstyle5\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">charm person, healing word, heroism, sleep, thunderwave<br /></span><span class=\"fontstyle5\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">invisibility, shatter<br /></span></p><p><span class=\"fontstyle3\"><strong>Song of Rest.</strong> </span><span class=\"fontstyle5\">The bard can </span><span class=\"fontstyle5\">perform </span><span class=\"fontstyle5\">a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points atthe end ofthat rest. The bard can confer this benefit on itself as well.<br /></span></p><p><span class=\"fontstyle3\"><strong>Taunt (2/Day}.</strong> </span><span class=\"fontstyle5\">The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have </span><span class=\"fontstyle5\">disadvantage </span><span class=\"fontstyle5\">on ability checks, attack rolls, and saving throws until the start ofthe bard's next turn.</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTI</span><span class=\"fontstyle6\">O</span><span class=\"fontstyle6\">NS<br /></span></strong></p><p><span class=\"fontstyle3\"><strong>Shortsword.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+4 to hit, reach 5 ft., </span><span class=\"fontstyle5\">one&nbsp;</span><span class=\"fontstyle5\">target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle5\">5 (1d6 + 2) piercing damage.<br /></span></p><p><span class=\"fontstyle3\"><strong>Shortbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon </span><span class=\"fontstyle3\">Attack: </span><span class=\"fontstyle4\">+4 </span><span class=\"fontstyle5\">to hit, range 80/320 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle5\">5 (1d6 </span><span class=\"fontstyle5\">+ 2) </span><span class=\"fontstyle5\">piercing damage.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.</span> </span></p>",
            "hit_dice": "8d8 + 8",
            "id": 10702,
            "initiative": "+2",
            "name": "Bard",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 1d10 + 4 Slashing",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">BLACKGUARD<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any non</span><span class=\"fontstyle1\">-go</span><span class=\"fontstyle1\">od alig</span><span class=\"fontstyle1\">nm</span><span class=\"fontstyle1\">ent</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">18 (plate)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">153 (18d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">72)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Wis +5, Cha +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +7, </span><span class=\"fontstyle4\">Dec</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">ptio</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">+5, Intimidation +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">Perc</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ion </span><span class=\"fontstyle4\">12<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any one </span><span class=\"fontstyle4\">la</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">guage </span><span class=\"fontstyle4\">(usually </span><span class=\"fontstyle4\">Co</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">on)</span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 8 </span><span class=\"fontstyle4\">(3,900 XP)</span></p><hr /><p><span class=\"fontstyle1\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">blackguard </span><span class=\"fontstyle4\">is a 10th-level </span><span class=\"fontstyle4\">spellcaster. </span><span class=\"fontstyle4\">Its&nbsp;</span><span class=\"fontstyle4\">spellcasting </span><span class=\"fontstyle4\">ability is Charisma (spell save DC 13, +5 to hit with spell </span><span class=\"fontstyle4\">attacks)</span><span class=\"fontstyle4\">. </span><span class=\"fontstyle4\">It has the following paladin spells </span><span class=\"fontstyle4\">prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">command, protection from evil and good,&nbsp;</span><span class=\"fontstyle1\">thunderous </span><span class=\"fontstyle1\">smite<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">branding smite, find steed<br /></span><span class=\"fontstyle4\"><em>3rd level (2 slots):</em> </span><span class=\"fontstyle1\">blinding smite, dispel magic</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The blackguard makes three attacks with its glaive or its shortbow.<br /></span></p><p><span class=\"fontstyle6\"><strong>Glaive.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 10 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">9 (1d10&nbsp;</span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) slashing </span><span class=\"fontstyle4\">damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Shortbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, range 80/320 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">5 (1d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">2) piercing </span><span class=\"fontstyle4\">damage.<br /></span></p><p><strong><span class=\"fontstyle6\">Dreadful </span><span class=\"fontstyle6\">Aspect </span><span class=\"fontstyle6\">(Recharges </span><span class=\"fontstyle6\">after </span><span class=\"fontstyle6\">a </span><span class=\"fontstyle6\">Short </span><span class=\"fontstyle6\">or Long </span></strong><span class=\"fontstyle6\"><strong>Rest).</strong> </span><span class=\"fontstyle4\">The blackguard exudes magical menace. Each enemy within 30 feet ofthe blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Blackguards are paladins who broke their sacred oaths and now indulge their own dark </span><span class=\"fontstyle0\">ambitions. </span><span class=\"fontstyle0\">They consort with fiends and undead, and they reject all goodly things from their former lives.</span></span></p>",
            "hit_dice": "18d8 + 72",
            "id": 10703,
            "initiative": "+0",
            "name": "Blackguard",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+9, 2d6 + 5 Slashing + 2d6 Slashing with more than half health",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">CHAMPION<br /></span></h1><p><span class=\"fontstyle1\">Medium humaroid </span><span class=\"fontstyle3\">(any race), </span><span class=\"fontstyle1\">any al</span><span class=\"fontstyle3\">ignment</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle5\">18 (plate)<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle5\">143 </span><span class=\"fontstyle5\">(22d8 </span><span class=\"fontstyle6\">+</span><span class=\"fontstyle5\">44)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">3</span><span class=\"fontstyle5\">0 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Saving Throws</strong> </span><span class=\"fontstyle5\">Str +9, Con +6<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Athletics +9, </span><span class=\"fontstyle5\">In</span><span class=\"fontstyle5\">ti</span><span class=\"fontstyle5\">m</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">d</span><span class=\"fontstyle5\">ati</span><span class=\"fontstyle5\">on </span><span class=\"fontstyle5\">+5, P</span><span class=\"fontstyle5\">erce</span><span class=\"fontstyle5\">pt</span><span class=\"fontstyle5\">ion </span><span class=\"fontstyle5\">+6<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Pe</span><span class=\"fontstyle5\">rc</span><span class=\"fontstyle5\">e</span><span class=\"fontstyle5\">pt</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">o</span><span class=\"fontstyle5\">n </span><span class=\"fontstyle5\">16<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">any one l</span><span class=\"fontstyle5\">an</span><span class=\"fontstyle5\">guage (usually C</span><span class=\"fontstyle5\">om</span><span class=\"fontstyle5\">m</span><span class=\"fontstyle5\">on</span><span class=\"fontstyle5\">)<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">9 </span><span class=\"fontstyle5\">(5,000 XP)</span></p><hr /><p><strong><span class=\"fontstyle7\">Indomitable </span></strong><span class=\"fontstyle7\"><strong>(2/Day).</strong> </span><span class=\"fontstyle5\">The&nbsp;</span><span class=\"fontstyle5\">champion rerolls a failed saving throw.<br /></span></p><p><span class=\"fontstyle7\"><strong>Second Wind (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle5\">As a bonus action, the champion can regain 20 hit points.</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTI</span><span class=\"fontstyle6\">ON</span></strong><span class=\"fontstyle6\"><strong>S</strong><br /></span></p><p><span class=\"fontstyle7\"><strong>Multiattack.</strong> </span><span class=\"fontstyle5\">The champion makes three attacks with its greatsword or its shortbow.&nbsp;</span></p><p><span class=\"fontstyle7\"><strong>Greatsword.</strong> </span><span class=\"fontstyle3\">Melee Weapon Attack: </span><span class=\"fontstyle5\">+9 to hit, reach 5 </span><span class=\"fontstyle6\">ft., </span><span class=\"fontstyle5\">one target. </span><span class=\"fontstyle3\">Hit: </span><span class=\"fontstyle5\">12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.<br /></span></p><p><strong><span class=\"fontstyle7\">Light </span></strong><span class=\"fontstyle0\"><strong>Crossbow.</strong> </span><span class=\"fontstyle3\">Ranged Weapon Attack: </span><span class=\"fontstyle5\">+6 to hit, range 80/320 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle5\">6 (1d8 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.</span></span></p>",
            "hit_dice": "22d8 + 44",
            "id": 10704,
            "initiative": "+2",
            "name": "Champion",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 1d4 + 2 Piercing",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">CONJURER<br /></span></h1><p><span class=\"fontstyle1\">Medium </span><span class=\"fontstyle1\">humanoid </span><span class=\"fontstyle1\">(any </span><span class=\"fontstyle1\">race),&nbsp;</span><span class=\"fontstyle1\">any </span><span class=\"fontstyle3\">alignment</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle5\">12 (1</span><span class=\"fontstyle5\">5 with </span><span class=\"fontstyle1\">mage&nbsp;</span><span class=\"fontstyle1\">armor)<br /></span></p><p><strong><span class=\"fontstyle5\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle5\">40 (9d8</span><span class=\"fontstyle5\">)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9 (-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Saving Throws</strong> </span><span class=\"fontstyle5\">Int </span><span class=\"fontstyle5\">+6, Wis +4<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Arcana +6, History +6<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Pe</span><span class=\"fontstyle5\">r</span><span class=\"fontstyle5\">cept</span><span class=\"fontstyle5\">i</span><span class=\"fontstyle5\">o</span><span class=\"fontstyle5\">n 11<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">any four </span><span class=\"fontstyle5\">languages<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">6 </span><span class=\"fontstyle5\">(2,300 XP)</span></p><hr /><p><span class=\"fontstyle7\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle5\">The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle5\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle1\">acid splash, mage hand, poison spray, prestidigitation<br /></span><span class=\"fontstyle5\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">mage armor, magic missile, unseen servant*<br /></span><span class=\"fontstyle5\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">cloud of daggers,* misty step,* web*<br /></span><span class=\"fontstyle5\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">fireball, stinking cloud*<br /></span><span class=\"fontstyle5\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">Evard's black tentacles,* stoneskin<br /></span><span class=\"fontstyle5\"><em>5th level (2 slots):</em> </span><span class=\"fontstyle1\">cloudkill,* conjure elemental*<br /></span><span class=\"fontstyle5\">*</span><span class=\"fontstyle5\">Conjuration spell of 1st level or higher<br /></span></p><p><strong><span class=\"fontstyle7\">Benign </span><span class=\"fontstyle7\">Transportation (Recharges </span><span class=\"fontstyle7\">after the </span><span class=\"fontstyle7\">Conjurer </span><span class=\"fontstyle6\">Casts </span><span class=\"fontstyle7\">a&nbsp;</span><span class=\"fontstyle7\">Conjuration </span><span class=\"fontstyle7\">Spell of&nbsp;</span><span class=\"fontstyle6\">1st </span><span class=\"fontstyle7\">Level or </span></strong><span class=\"fontstyle7\"><strong>Higher).</strong> </span><span class=\"fontstyle5\">As a bonus action, the conjurer teleports up to 30 feet to an </span><span class=\"fontstyle5\">unoccupied </span><span class=\"fontstyle5\">space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport</span><span class=\"fontstyle5\">,&nbsp;</span><span class=\"fontstyle5\">swapping places.</span></p><hr /><p><strong><span class=\"fontstyle0\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle7\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle5\">+5 to hit, reach 5 ft. or range 20/60 </span><span class=\"fontstyle0\">ft., </span><span class=\"fontstyle5\">one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle5\">4 (1d4 </span><span class=\"fontstyle0\">+ </span><span class=\"fontstyle5\">2) piercing damage.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on </span><span class=\"fontstyle0\">battlefields, </span><span class=\"fontstyle0\">while others use summoned creatures to guard their lairs.</span> </span></p>",
            "hit_dice": "9d8",
            "id": 10705,
            "initiative": "+2",
            "name": "Conjurer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+2, 1d6 - 1 Bludgeoning, or 1d8 - 1 Bludgeoning if used with 2 hands",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">DIVINER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12 (15 with </span><span class=\"fontstyle1\">mage armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">67 </span><span class=\"fontstyle4\">(15</span><span class=\"fontstyle4\">d8)<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 0pt solid #A3A3A3;\" title=\"\" border=\"0\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"border-width: 0pt; background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"border-width: 0pt; background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int </span><span class=\"fontstyle4\">+7, </span><span class=\"fontstyle4\">Wis +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +</span><span class=\"fontstyle4\">7</span><span class=\"fontstyle4\">, History +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive </span><span class=\"fontstyle4\">P</span><span class=\"fontstyle4\">erception 11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four lang</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">ag</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">s<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> 8 </span><span class=\"fontstyle4\">(3,900 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle6\">Spellcasting. </span><span class=\"fontstyle4\">The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to<br />hit with spell attacks). The diviner has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):&nbsp;</em>fire </span><span class=\"fontstyle1\">bolt, light, mage hand, message, true strike<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">detect magic,* featherfall, mage armor<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">detect thoughts,* locate object,* scorching ray<br /></span><em><span class=\"fontstyle4\">3rd level (3 slots): </span></em><span class=\"fontstyle1\">clairvoyance,* fly,fireball<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">arcane eye,* ice storm, stoneskin<br /></span><span class=\"fontstyle4\"><em>5th level (2 slots):</em> </span><span class=\"fontstyle1\">Rary's telepathic bond,* scrying*<br /></span><span class=\"fontstyle4\"><em>6th level (1 slot):</em> </span><span class=\"fontstyle1\">mass suggestion, true seeing*<br /></span><span class=\"fontstyle4\"><em>7th level (1 slot):</em> </span><span class=\"fontstyle1\">delayed blast fireball, teleport<br /></span><span class=\"fontstyle4\"><em>8th level (1 slot):</em> </span><span class=\"fontstyle1\">maze<br /></span><span class=\"fontstyle4\">*Divination spell of 1st level or higher<br /></span></p><p><strong><span class=\"fontstyle6\">Portent (Recharges after the Diviner Casts a </span><span class=\"fontstyle1\">Divination </span></strong><span class=\"fontstyle6\"><strong>Spell of&nbsp;</strong><strong>1st Level or Higher).</strong> </span><span class=\"fontstyle4\">When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.&nbsp;</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTI</span><span class=\"fontstyle3\">ON</span><span class=\"fontstyle3\">S<br /></span></strong></p><p><span class=\"fontstyle1\"><strong>Quarterstaff.</strong> Melee Weapon Attack: </span><span class=\"fontstyle4\">+2 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">2 (1d6- 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation.</span> </span></p>",
            "hit_dice": "15d8",
            "id": 10706,
            "initiative": "+2",
            "name": "Diviner",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+2, 1d6 - 1 Bludgeoning, or 1d8 - 1 Bludgeoning if used with 2 hands",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">ENCHANTER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race),&nbsp;</span><span class=\"fontstyle1\">any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12 </span><span class=\"fontstyle4\">(15 </span><span class=\"fontstyle4\">with </span><span class=\"fontstyle1\">mage armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">40 </span><span class=\"fontstyle4\">(9d8)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int +6, Wis +4<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +6, History +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive P</span><span class=\"fontstyle4\">erc</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n 1</span><span class=\"fontstyle4\">1<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four la</span><span class=\"fontstyle4\">ng</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">s<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">5 </span><span class=\"fontstyle4\">(1,800 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks}. The enchanter has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):&nbsp;</em>friends, </span><span class=\"fontstyle1\">mage hand, mending, message<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">charm person,* mage armor, magic missile<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">hold person,* invisibility, suggestion*<br /></span><em><span class=\"fontstyle4\">3rd level (3 </span></em><span class=\"fontstyle1\"><em>slots}:&nbsp;</em>fireball, haste, tongues<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">dominate beast,* stoneskin<br /></span><span class=\"fontstyle4\"><em>5th level (2 slots):</em> </span><span class=\"fontstyle1\">hold monster*<br /></span><span class=\"fontstyle4\">*Enchantment spell of 1st level or higher</span></p><hr /><p><strong><span class=\"fontstyle4\">A</span><span class=\"fontstyle4\">CTI</span><span class=\"fontstyle4\">ON</span><span class=\"fontstyle4\">S<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+2 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">2 (1d6 -1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.</span></p><hr /><p><strong><span class=\"fontstyle3\">REACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>lnstinctive Charm (Recharges after the Enchanter Casts an&nbsp;</strong><strong>Enchantment Spell of 1st Level or Higher).&nbsp;</strong></span><span class=\"fontstyle4\">The enchanter tries to magically divert an attack made against it, provided that the attacker is with in 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be<br />personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions.</span> </span></p>",
            "hit_dice": "9d8",
            "id": 10707,
            "initiative": "+2",
            "name": "Enchanter",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+3, 1d6 - 1 Bludgeoning or 1d8 - 1 if used with 2 hands",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">EVOKER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race),&nbsp;</span><span class=\"fontstyle1\">any </span><span class=\"fontstyle1\">alignment</span></p><hr /><p><strong><span class=\"fontstyle3\">Armor </span></strong><span class=\"fontstyle0\"><strong>Cass</strong> </span><span class=\"fontstyle4\">12 </span><span class=\"fontstyle4\">(15 with </span><span class=\"fontstyle1\">mage </span><span class=\"fontstyle1\">armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">66 (12d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">12)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int +7, Wis +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +7, History +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four languages<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">9 </span><span class=\"fontstyle4\">(5,000 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):&nbsp;</em>fire </span><span class=\"fontstyle1\">bolt,* light,* prestidigitation, ray of frost*<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">burning hands,* mage armor, magic missile*<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">mirror </span><span class=\"fontstyle6\">image, </span><span class=\"fontstyle1\">misty step, shatter*<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">counterspell, fireball,* lightning bolt*<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">ice storm,* stoneskin<br /></span><span class=\"fontstyle4\"><em>5th level (2 slots):</em> </span><span class=\"fontstyle1\">Bigby's hand,* cone of cold*<br /></span><em><span class=\"fontstyle4\">6th level </span><span class=\"fontstyle4\">(1&nbsp;</span></em><span class=\"fontstyle4\"><em>slot):</em> </span><span class=\"fontstyle1\">chain lightning,* wall of&nbsp;</span><span class=\"fontstyle6\">ice*<br /></span><span class=\"fontstyle4\">*Evocation spell<br /></span></p><p><span class=\"fontstyle6\"><strong>Sculpt Spells.</strong> </span><span class=\"fontstyle4\">When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1&nbsp;+ the spell's level. These creatures automatically succeed on their saving throws against the spelt. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from </span><span class=\"fontstyle4\">it.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">2 (1d6- 1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness.</span></span></p>",
            "hit_dice": "12d8 + 12",
            "id": 10708,
            "initiative": "+2",
            "name": "Evoker",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+1, 1d6 - 1 Bludgeoning, or 1d8 - 1 Bludgeoning if used with 2 hands",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">ILLUSlONIST<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid </span><span class=\"fontstyle1\">(any race), </span><span class=\"fontstyle1\">any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12 (15 </span><span class=\"fontstyle4\">with </span><span class=\"fontstyle1\">mage armor)</span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">38 (7d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">7)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Int +5, Wis +2<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +5, History +5<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four languages<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 </span><span class=\"fontstyle4\">(700 </span><span class=\"fontstyle3\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle1\">dancing lights, mage hand, minor illusion, poison spray<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle1\">color spray,* disguise self.* mage armor, magic missile<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle1\">invisibility,* mirror </span><span class=\"fontstyle6\">image,* </span><span class=\"fontstyle1\">phantasmal force*<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">major image,* phantom steed*<br /></span><span class=\"fontstyle4\"><em>4th level (1 slot):</em> </span><span class=\"fontstyle1\">phantasmal killer*<br /></span><span class=\"fontstyle4\">*Illusion spell of 1st level or higher<br /></span></p><p><span class=\"fontstyle6\"><strong>Displacement (Recharges after the Illusionist Casts an Illusion&nbsp;</strong><strong>Spell of 1st Level or Higher).</strong> </span><span class=\"fontstyle3\">As a </span><span class=\"fontstyle4\">bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, is incapacitated, or its speed becomes 0.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+1</span><span class=\"fontstyle4\">&nbsp;to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">2 (1d6 - 1) bludgeoning damage, or 3 (1d8 </span><span class=\"fontstyle4\">- 1)&nbsp;</span><span class=\"fontstyle4\">bludgeoning damage if used with two hands.</span></p><hr /><p><span class=\"fontstyle0\">Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth.</span> </p>",
            "hit_dice": "7d8 + 7",
            "id": 10709,
            "initiative": "+2",
            "name": "Illusionist",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "+5, 5d10 Thunder",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Sea, Seashore",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">KRAKEN </span><span class=\"fontstyle0\">PRIEST<br /></span></h1><p><span class=\"fontstyle2\">Medium </span><span class=\"fontstyle3\">hum</span><span class=\"fontstyle3\">ano</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">d </span><span class=\"fontstyle3\">(any </span><span class=\"fontstyle2\">race), </span><span class=\"fontstyle3\">any </span><span class=\"fontstyle2\">evil alignment</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle5\">10<br /></span></p><p><strong><span class=\"fontstyle5\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle5\">75 (10d8 </span><span class=\"fontstyle6\">+ </span><span class=\"fontstyle5\">30)<br /></span></p><p><span class=\"fontstyle0\"><strong>Speed</strong> </span><span class=\"fontstyle5\">30 </span><span class=\"fontstyle6\">ft., </span><span class=\"fontstyle5\">swim 30 </span><span class=\"fontstyle5\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12&nbsp;(+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">+5<br /></span></p><p><span class=\"fontstyle4\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle5\">bludgeoning, piercing, </span><span class=\"fontstyle5\">and </span><span class=\"fontstyle5\">slashing </span><span class=\"fontstyle5\">from&nbsp;</span><span class=\"fontstyle5\">nonmagical </span><span class=\"fontstyle5\">attacks<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle5\">passive </span><span class=\"fontstyle5\">Perception </span><span class=\"fontstyle5\">15<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle5\">any two </span><span class=\"fontstyle5\">languages<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">5 (1,800 XP)</span></p><hr /><p><span class=\"fontstyle7\"><strong>Amphibious.</strong> </span><span class=\"fontstyle5\">The priest can breathe air and water.<br /></span></p><p><span class=\"fontstyle7\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle5\">The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br /></span></p><p style=\"padding-left: 30px;\"><em><span class=\"fontstyle5\">At will: c</span></em><span class=\"fontstyle2\">ommand, create or destroy water<br /></span><span class=\"fontstyle5\"><em>3/day each:</em> </span><span class=\"fontstyle2\">control water, darkness, water breathing, water walk<br /></span><span class=\"fontstyle5\"><em>1/day each:</em> </span><span class=\"fontstyle2\">call lightning, Evard's black tentacles</span></p><hr /><p><strong><span class=\"fontstyle6\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle7\"><strong>Thunderous Touch.</strong> </span><span class=\"fontstyle2\">Melee Spell Attack: </span><span class=\"fontstyle5\">+5 to hit, reach 5 ft., one creature. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle5\">27 (5d10) thunder damage.<br /></span></p><p><span class=\"fontstyle7\"><strong>Voice of the Kraken (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle6\">A&nbsp;</span><span class=\"fontstyle5\">kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></p><hr /><p><span class=\"fontstyle5\"> <span class=\"fontstyle0\">A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.<br /></span></span></p><p><span class=\"fontstyle5\"><span class=\"fontstyle0\">The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.<br /></span></span></p><p><span class=\"fontstyle5\"><span class=\"fontstyle0\">Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements.</span></span></p>",
            "hit_dice": "10d8 + 30",
            "id": 10710,
            "initiative": "+0",
            "name": "Kraken Priest",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 1d8 + 3 Bludgeoning + Disarm (DC 13 Strength) or Prone (DC 13 Dexterity) or Stunned (DC 13 Constitution)",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">MARTIAL ARTS ADEPT<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (any race)</span><span class=\"fontstyle2\">, </span><span class=\"fontstyle2\">any </span><span class=\"fontstyle2\">alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">1</span><span class=\"fontstyle4\">6<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">6</span><span class=\"fontstyle4\">0 </span><span class=\"fontstyle4\">(11d8 + 11)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">40 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">A</span><span class=\"fontstyle4\">c</span><span class=\"fontstyle4\">robatics </span><span class=\"fontstyle4\">+5, Insight +5, Stealth +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">P</span><span class=\"fontstyle4\">er</span><span class=\"fontstyle4\">cep</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ion </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any one l</span><span class=\"fontstyle4\">anguage </span><span class=\"fontstyle4\">(usually </span><span class=\"fontstyle4\">Com</span><span class=\"fontstyle4\">m</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n)<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">3 (700 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Unarmored Defense.</strong> </span><span class=\"fontstyle4\">While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.&nbsp;</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTI</span><span class=\"fontstyle5\">ON</span><span class=\"fontstyle5\">S<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The adept makes three unarmed strikes or three dart attacks.<br /></span></p><p><span class=\"fontstyle6\"><strong>Unarmed Strike.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">7 (1d8 + 3) </span><span class=\"fontstyle4\">bludgeoning damage. </span><span class=\"fontstyle4\">If the target is a creature, the adept can choose </span><span class=\"fontstyle4\">one </span><span class=\"fontstyle4\">of the following additional effects:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle4\">The target must succeed on </span><span class=\"fontstyle4\">a </span><span class=\"fontstyle4\">DC 13 </span><span class=\"fontstyle4\">Strength </span><span class=\"fontstyle4\">saving throw or drop one item it is holding </span><span class=\"fontstyle4\">(adept's </span><span class=\"fontstyle4\">choice).<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle4\">The target must succeed on a DC 13 </span><span class=\"fontstyle4\">Dexterity </span><span class=\"fontstyle4\">saving throw or be knocked prone.<br /></span><span class=\"fontstyle4\">&bull; </span><span class=\"fontstyle4\">The target must succeed on a DC 13 </span><span class=\"fontstyle4\">Constitution </span><span class=\"fontstyle4\">saving throw or be stunned until the end of the adept's next turn.<br /></span></p><p><span class=\"fontstyle6\"><strong>Dart.</strong> </span><span class=\"fontstyle2\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+5 to hit, range 20/60 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">5 (1d4 + 3) piercing </span><span class=\"fontstyle4\">damage.</span></p><hr /><p><strong><span class=\"fontstyle5\">REACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Deflect Missile.</strong> </span><span class=\"fontstyle4\">In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3</span><span class=\"fontstyle4\">. lf the </span><span class=\"fontstyle4\">damage </span><span class=\"fontstyle4\">is reduced to 0, the adept catches the missile if it's small enough to hold in&nbsp;</span><span class=\"fontstyle4\">one </span><span class=\"fontstyle4\">hand and the adept has a hand free.</span></p><hr /><p><span class=\"fontstyle0\">Martial arts adepts are </span><span class=\"fontstyle0\">disciplined </span><span class=\"fontstyle0\">monks with extensive </span><span class=\"fontstyle0\">training </span><span class=\"fontstyle0\">in hand-to-hand combat. Some protect&nbsp;</span><span class=\"fontstyle0\">monasteries; </span><span class=\"fontstyle0\">others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.</span> </p>",
            "hit_dice": "11d8 + 11",
            "id": 10711,
            "initiative": "+3",
            "name": "Martial Arts Adept",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 1d6 + 4 Piercing",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<p>&nbsp;</p><h1>MASTER THIEF</h1><p><span class=\"fontstyle0\">Medium humanoid (any </span><span class=\"fontstyle0\">r</span><span class=\"fontstyle0\">ace), any alignment</span></p><hr /><p><span class=\"fontstyle2\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">16 </span><span class=\"fontstyle3\">(s</span><span class=\"fontstyle3\">t</span><span class=\"fontstyle3\">udded </span><span class=\"fontstyle3\">leather)<br /></span></p><p><span class=\"fontstyle2\"><strong>Hit Points</strong> 8</span><span class=\"fontstyle2\">4 </span><span class=\"fontstyle3\">(13d8 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle3\">26)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle3\">30 ft.</span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Saving Throws</strong> </span><span class=\"fontstyle3\">Dex +7, Int +3</span></p><p><span class=\"fontstyle2\"><strong>Skills</strong> </span><span class=\"fontstyle3\">A</span><span class=\"fontstyle3\">c</span><span class=\"fontstyle3\">r</span><span class=\"fontstyle3\">ob</span><span class=\"fontstyle3\">a</span><span class=\"fontstyle3\">t</span><span class=\"fontstyle3\">ic</span><span class=\"fontstyle3\">s +,7, Athletics +3, </span><span class=\"fontstyle3\">Pe</span><span class=\"fontstyle3\">rcept</span><span class=\"fontstyle3\">ion </span><span class=\"fontstyle3\">+3, Sleight of Hand +7, Stealth +7<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle3\">passive P</span><span class=\"fontstyle3\">e</span><span class=\"fontstyle3\">rc</span><span class=\"fontstyle3\">eption </span><span class=\"fontstyle3\">13<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle3\">any one l</span><span class=\"fontstyle3\">anguage </span><span class=\"fontstyle3\">(usually </span><span class=\"fontstyle3\">Com</span><span class=\"fontstyle3\">m</span><span class=\"fontstyle3\">o</span><span class=\"fontstyle3\">n</span><span class=\"fontstyle3\">) </span><span class=\"fontstyle3\">plus thieves' cant<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle3\">5 (1,800 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Cunning Action.</strong> </span><span class=\"fontstyle3\">On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Evasion.</strong> </span><span class=\"fontstyle3\">If the thief is </span><span class=\"fontstyle3\">subjected </span><span class=\"fontstyle3\">to an effect that allows it to make </span><span class=\"fontstyle3\">a </span><span class=\"fontstyle3\">Dexter</span><span class=\"fontstyle3\">i</span><span class=\"fontstyle3\">ty </span><span class=\"fontstyle3\">saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half </span><span class=\"fontstyle3\">damage </span><span class=\"fontstyle3\">if it fails.<br /></span></p><p><strong><span class=\"fontstyle5\">Sneak Attack </span></strong><span class=\"fontstyle6\"><strong>(1/Turn).</strong> </span><span class=\"fontstyle3\">The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have </span><span class=\"fontstyle3\">disadvantage </span><span class=\"fontstyle3\">on the attack roll.</span></p><hr /><p><strong><span class=\"fontstyle2\">A</span><span class=\"fontstyle2\">C</span><span class=\"fontstyle2\">TI</span><span class=\"fontstyle2\">ONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle3\">The thief makes three attacks with its shortsword.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Shortsword.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle3\">+7 to hit, reach 5 ft., one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">7 (1d6 + 4) piercing </span><span class=\"fontstyle3\">damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Light Crossbow.</strong> </span><span class=\"fontstyle0\">Ranged Weapon Attack: </span><span class=\"fontstyle3\">+7 to hit, range 80/320 ft., one target. </span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle3\">8 </span><span class=\"fontstyle3\">(1d8 + 4) piercing </span><span class=\"fontstyle3\">damage.</span></p><hr /><p><strong><span class=\"fontstyle2\">REACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Uncanny </span></strong><span class=\"fontstyle5\"><strong>Dodge.</strong> </span><span class=\"fontstyle3\">The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.</span></p><hr /><p><span class=\"fontstyle3\"> <span class=\"fontstyle0\">Master thieves are known for perpetrating daring heists. They tend to </span><span class=\"fontstyle0\">develop </span><span class=\"fontstyle0\">a reputation and a cult of personality. A master thief might \"retire\" from hands-on work to run a thieves' guild, </span><span class=\"fontstyle0\">spearhead </span><span class=\"fontstyle0\">some covert enterprise, or enjoy a quiet life of luxury.</span> </span></p>",
            "hit_dice": "13d8 + 26",
            "id": 10712,
            "initiative": "+4",
            "name": "Master Thief",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 2d4 Necrotic",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">NECROMANCER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any </span><span class=\"fontstyle1\">alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">12 (15 with </span><span class=\"fontstyle1\">mage armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">66 </span><span class=\"fontstyle4\">(12d8 + 12)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td></tr></tbody></table></div><p><strong><span class=\"fontstyle3\">Sav</span><span class=\"fontstyle3\">i</span></strong><span class=\"fontstyle3\"><strong>ng Throws</strong> </span><span class=\"fontstyle4\">Int +7, </span><span class=\"fontstyle3\">Wis +5<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +7, History +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">necrotic<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive Perce</span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ion </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any four la</span><span class=\"fontstyle4\">ng</span><span class=\"fontstyle4\">uag</span><span class=\"fontstyle4\">es<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">9 </span><span class=\"fontstyle4\">(5,000 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">necromancer </span><span class=\"fontstyle4\">is a 12th-level </span><span class=\"fontstyle4\">spellcaster. </span><span class=\"fontstyle4\">Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell </span><span class=\"fontstyle4\">attacks). </span><span class=\"fontstyle4\">The </span><span class=\"fontstyle4\">necromancer </span><span class=\"fontstyle4\">has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle1\">chill touch, </span><span class=\"fontstyle1\">dancing </span><span class=\"fontstyle1\">lights, mage hand, mending<br /></span><em><span class=\"fontstyle4\">1st level </span><span class=\"fontstyle3\">(4 </span></em><span class=\"fontstyle4\"><em>slots}:</em> </span><span class=\"fontstyle1\">false life,* </span><span class=\"fontstyle1\">mage </span><span class=\"fontstyle1\">armor, ray of sickness*<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots}:</em> </span><span class=\"fontstyle1\">blindness/deafness,* ray of enfeeblement,* web<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle1\">animate dead,* bestow curse,* vam</span><span class=\"fontstyle6\">piric </span><span class=\"fontstyle1\">touch*<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle1\">blight,* </span><span class=\"fontstyle1\">dimension </span><span class=\"fontstyle1\">door, stoneskin<br /></span><span class=\"fontstyle4\"><em>5th level (2 slots}:</em> </span><span class=\"fontstyle1\">Bigby's </span><span class=\"fontstyle1\">hand, cloudkill<br /></span><span class=\"fontstyle4\"><em>6th level (1 slot}:</em> </span><span class=\"fontstyle1\">circle of death*<br /></span><span class=\"fontstyle4\">*Necromancy spell of 1st level or higher<br /></span></p><p><span class=\"fontstyle6\"><strong>Grim Harvest (1/Turn).</strong> </span><span class=\"fontstyle4\">When </span><span class=\"fontstyle4\">necromancer </span><span class=\"fontstyle4\">kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTI</span><span class=\"fontstyle3\">ON</span><span class=\"fontstyle3\">S<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Withering </span></strong><span class=\"fontstyle6\"><strong>Touch.</strong> Melee Spell Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 5 ft., one&nbsp;</span><span class=\"fontstyle4\">creature. </span><span class=\"fontstyle1\">Hit: 5</span><span class=\"fontstyle4\">&nbsp;(2d4) necrotic damage.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">Necromancers are specialist wizards who study the interaction of life, death, and </span><span class=\"fontstyle0\">undeath. </span><span class=\"fontstyle0\">Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others.</span> </span></p>",
            "hit_dice": "12d8 + 12",
            "id": 10713,
            "initiative": "+2",
            "name": "Necromancer",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+6, 1d8 + 4 Piercing",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">SWASHBUCKLER<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any non-lawful </span><span class=\"fontstyle1\">alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">17 (leather armor)<br /></span></p><p><strong><span class=\"fontstyle4\">H</span><span class=\"fontstyle4\">it </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">66 (12d8&nbsp;</span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">12)<br /></span></p><p><strong><span class=\"fontstyle3\">Sp</span><span class=\"fontstyle3\">e</span></strong><span class=\"fontstyle3\"><strong>ed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12&nbsp;(+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Ac</span><span class=\"fontstyle4\">ro</span><span class=\"fontstyle4\">batics +8, Athletics +5, </span><span class=\"fontstyle4\">P</span><span class=\"fontstyle4\">ersu</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">sion +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive P</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">rce</span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">t</span><span class=\"fontstyle4\">ion </span><span class=\"fontstyle4\">10<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any one l</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">e </span><span class=\"fontstyle4\">(usually </span><span class=\"fontstyle4\">C</span><span class=\"fontstyle4\">ommo</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">}<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle5\">3 </span><span class=\"fontstyle4\">(700 </span><span class=\"fontstyle5\">XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Lightfooted.</strong> </span><span class=\"fontstyle4\">The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.<br /></span></p><p><span class=\"fontstyle6\"><strong>Suave Defense.</strong> </span><span class=\"fontstyle4\">While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The swashbuckler makes three attacks: one with a dagger and two with its rapier</span><span class=\"fontstyle4\">.<br /></span></p><p><span class=\"fontstyle6\"><strong>Dagger.</strong> </span><span class=\"fontstyle1\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 ft. or range 20/60 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d4 + 4) piercing damage.<br /></span></p><p><span class=\"fontstyle6\"><strong>Rapier.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+6 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">8 </span><span class=\"fontstyle4\">(1d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">4) piercing damage.</span></p><hr /><p><span class=\"fontstyle0\">Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoreity, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.</span></p>",
            "hit_dice": "12d8 + 12",
            "id": 10714,
            "initiative": "+4",
            "name": "Swashbuckler",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+2, 1d6 - 1 Bludgeoning, or 1d8 - 1 Bludgeoning if used with 2 hands",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">TRANS</span><span class=\"fontstyle1\">MUTER<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle4\"><strong>Armor Class</strong> </span><span class=\"fontstyle1\">12 (15 with </span><span class=\"fontstyle2\">mage armor)<br /></span></p><p><span class=\"fontstyle4\"><strong>Hit Points</strong> </span><span class=\"fontstyle1\">40 (9d8)<br /></span></p><p><span class=\"fontstyle4\"><strong>Speed</strong> </span><span class=\"fontstyle1\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td></tr></tbody></table></div><p><span class=\"fontstyle4\"><strong>Saving Throws</strong> </span><span class=\"fontstyle1\">Int </span><span class=\"fontstyle4\">+6, </span><span class=\"fontstyle1\">Wis +4<br /></span></p><p><span class=\"fontstyle4\"><strong>Skills</strong> </span><span class=\"fontstyle1\">Arcana +6, History +6<br /></span></p><p><span class=\"fontstyle4\"><strong>Senses</strong> </span><span class=\"fontstyle1\">passive </span><span class=\"fontstyle1\">Perception </span><span class=\"fontstyle1\">11<br /></span></p><p><span class=\"fontstyle4\"><strong>Languages</strong> </span><span class=\"fontstyle1\">any four languages<br /></span></p><p><span class=\"fontstyle4\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">5 </span><span class=\"fontstyle1\">(1,800 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle1\">The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle1\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">light, mending, prestidigitation, ray of frost<br /></span><span class=\"fontstyle1\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle2\">chromatic orb, expeditious retreat,* mage armor<br /></span><span class=\"fontstyle1\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle2\">alter self,* hold person, knock*<br /></span><span class=\"fontstyle1\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle2\">blink,* fireball, slow*<br /></span><span class=\"fontstyle1\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle2\">polymorph,* stoneskin<br /></span><span class=\"fontstyle1\"><em>5th level (1 slot):</em> </span><span class=\"fontstyle2\">telekinesis*<br /></span><span class=\"fontstyle1\">*Transmutation spell of 1st level or higher<br /></span></p><p><span class=\"fontstyle6\"><strong>Transmuter's Stone.</strong> </span><span class=\"fontstyle1\">The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle1\">&bull; Darkvision out to a range of 60 feet<br />&bull; An extra 10 feet of speed while the bearer is unencumbered<br />&bull; Proficiency with Constitution saving throws<br />&bull; Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)<br /></span></p><p><span class=\"fontstyle1\">If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Quarterstaff.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle1\">+2 to hit, reach 5 ft., one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle1\">2 (1d6-1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</span></p><hr /><p><span class=\"fontstyle1\"> <span class=\"fontstyle0\">Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis.</span> </span></p>",
            "hit_dice": "9d8",
            "id": 10715,
            "initiative": "+2",
            "name": "Transmuter",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+7, 2d6 + 3 Bludgeoning",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">WAR PRIEST<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle3\">18 </span><span class=\"fontstyle4\">(plate)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle4\">117 </span><span class=\"fontstyle3\">(18d8 </span><span class=\"fontstyle5\">+ </span><span class=\"fontstyle4\">36)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16&nbsp;(+3)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14 (+2)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">17 (+3)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Con +6, Wis +7<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Intimidation +5, </span><span class=\"fontstyle4\">Religion </span><span class=\"fontstyle4\">+4<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Perception </span><span class=\"fontstyle4\">13<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any two languages<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">9 </span><span class=\"fontstyle4\">(5,000 XP)</span></p><hr /><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">light, mending, sacred flame, spare the dying<br /></span><span class=\"fontstyle4\"><em>1st level (4 slots):</em> </span><span class=\"fontstyle2\">divine favor, guiding bolt, healing word, shield of faith<br /></span><span class=\"fontstyle4\"><em>2nd level (3 slots):</em> </span><span class=\"fontstyle2\">lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon<br /></span><span class=\"fontstyle4\"><em>3rd level (3 slots):</em> </span><span class=\"fontstyle2\">beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk<br /></span><span class=\"fontstyle4\"><em>4th level (3 slots):</em> </span><span class=\"fontstyle2\">banishment, freedom ofmovement, guardian&nbsp;</span><span class=\"fontstyle2\">of&nbsp;</span><span class=\"fontstyle2\">faith, stoneskin<br /></span><span class=\"fontstyle4\"><em>5th level (1 slot):&nbsp;fl</em>ame </span><span class=\"fontstyle2\">strike, mass cure wounds, hold monster</span></p><hr /><p><strong><span class=\"fontstyle4\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle6\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The priest makes two melee attacks.&nbsp;</span></p><p><span class=\"fontstyle6\"><strong>Maul.</strong> </span><span class=\"fontstyle2\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, reach 5 ft., one target.&nbsp;</span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">10 (2d6 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">3) bludgeoning damage.</span></p><hr /><p><strong><span class=\"fontstyle3\">REACTIONS<br /></span></strong></p><p><strong><span class=\"fontstyle6\">Guided Strike (Rec</span><span class=\"fontstyle6\">h</span></strong><span class=\"fontstyle6\"><strong>arges after a Short or Long Rest).</strong> </span><span class=\"fontstyle4\">The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice&nbsp;</span><span class=\"fontstyle3\">after </span><span class=\"fontstyle4\">the roll is made but before it hits or misses.</span></p><hr /><p><span class=\"fontstyle4\"> <span class=\"fontstyle0\">War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord's right hand on the battlefield.</span></span></p>",
            "hit_dice": "18d8 + 36",
            "id": 10716,
            "initiative": "+0",
            "name": "War Priest",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+3, 1d4 + 2 Piercing",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">WARLOCK OF THE ARCHFEY<br /></span></h1><p><span class=\"fontstyle2\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">11 (14 with </span><span class=\"fontstyle5\">mage </span><span class=\"fontstyle2\">armor)<br /></span></p><p><span class=\"fontstyle3\"><strong>Hit Points</strong> </span><span class=\"fontstyle0\">49 (11d8)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">13 (+1)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11&nbsp;(+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">11 (+0)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Wis +3, Cha +6<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +2, </span><span class=\"fontstyle4\">De</span><span class=\"fontstyle4\">ce</span><span class=\"fontstyle4\">pt</span><span class=\"fontstyle4\">ion +6, Nature +2, </span><span class=\"fontstyle4\">P</span><span class=\"fontstyle4\">er</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">ua</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">+6<br /></span></p><p><strong><span class=\"fontstyle3\">Condition </span></strong><span class=\"fontstyle4\"><strong>Immunities</strong> </span><span class=\"fontstyle4\">charmed<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> </span><span class=\"fontstyle4\">passive </span><span class=\"fontstyle4\">Pe</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">cept</span><span class=\"fontstyle4\">io</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any two </span><span class=\"fontstyle4\">languag</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">s </span><span class=\"fontstyle4\">(usually Sylvan)<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">4 </span><span class=\"fontstyle4\">(1,100 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: </span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle2\">disguise self, mage armor </span><span class=\"fontstyle4\">(self only), </span><span class=\"fontstyle2\">silent image, speak with animals<br /></span><em><span class=\"fontstyle4\">1/day</span></em><span class=\"fontstyle4\"><em>:</em> </span><span class=\"fontstyle2\">conjure fey<br /></span></p><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes&nbsp;a short or long rest. It knows the following warlock spells:</span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle2\">dancing lights, eldritch blast.friends, mage hand, minor illusion, prestidigitation, vicious mockery<br /></span><span class=\"fontstyle4\"><em>1st-5th level (3 5th-level slots):</em> </span><span class=\"fontstyle2\">blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</span></p><hr /><p><strong><span class=\"fontstyle3\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Dagger.</strong> </span><span class=\"fontstyle2\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 </span><span class=\"fontstyle4\">ft. </span><span class=\"fontstyle4\">or range 20/60 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target. </span><span class=\"fontstyle2\">Hit: </span><span class=\"fontstyle4\">4 (1d4 + 2) piercing damage.</span></p><hr /><p><strong><span class=\"fontstyle3\">REACTIONS<br /></span></strong></p><p><span class=\"fontstyle5\"><strong>Misty Escape (Recharges after a Short or Long Rest).</strong> </span><span class=\"fontstyle4\">In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.</span></p><hr /><p><span class=\"fontstyle0\">Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites.</span> </p>",
            "hit_dice": "11d8",
            "id": 10717,
            "initiative": "+1",
            "name": "Warlock of the Archfey",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+ 3, 1d6 Bludgeoning + 3d6 Fire",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<p>&nbsp;</p><h1><span class=\"fontstyle0\">WARLOCK OF THE FIEND</span></h1><p><span class=\"fontstyle0\">Medium humanoid (any race), any alignment</span></p><hr /><p><strong><span class=\"fontstyle2\">Armor </span><span class=\"fontstyle3\">Class </span></strong><span class=\"fontstyle3\">12</span><strong><span class=\"fontstyle3\">&nbsp;</span></strong><span class=\"fontstyle4\">(15 with </span><span class=\"fontstyle0\">mage armor)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle4\"><strong>Points</strong> </span><span class=\"fontstyle4\">78 (12d8 + 24)<br /></span></p><p><span class=\"fontstyle2\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 </span><span class=\"fontstyle4\">ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">10 (+0)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle2\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Wis +4, Cha +7<br /></span></p><p><span class=\"fontstyle2\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Arcana +4, </span><span class=\"fontstyle4\">De</span><span class=\"fontstyle4\">ce</span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">ti</span><span class=\"fontstyle4\">o </span><span class=\"fontstyle4\">n +7, </span><span class=\"fontstyle4\">Pe</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">suas</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n +7, Re</span><span class=\"fontstyle4\">lig</span><span class=\"fontstyle4\">io</span><span class=\"fontstyle4\">n </span><span class=\"fontstyle4\">+4</span></p><p><span class=\"fontstyle2\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">la</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">hin</span><span class=\"fontstyle4\">g </span><span class=\"fontstyle4\">dam</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">e </span><span class=\"fontstyle4\">from n</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">nmagi</span><span class=\"fontstyle4\">c</span><span class=\"fontstyle4\">al attacks not made with silvered weapons<br /></span></p><p><span class=\"fontstyle2\"><strong>Senses</strong> </span><span class=\"fontstyle4\">da</span><span class=\"fontstyle4\">rk</span><span class=\"fontstyle4\">vi</span><span class=\"fontstyle4\">s</span><span class=\"fontstyle4\">i</span><span class=\"fontstyle4\">o</span><span class=\"fontstyle4\">n 60 ft., passive </span><span class=\"fontstyle4\">Pe</span><span class=\"fontstyle4\">r</span><span class=\"fontstyle4\">c</span><span class=\"fontstyle4\">e</span><span class=\"fontstyle4\">p</span><span class=\"fontstyle4\">ti</span><span class=\"fontstyle4\">on </span><span class=\"fontstyle4\">11<br /></span></p><p><span class=\"fontstyle2\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any two l</span><span class=\"fontstyle4\">a</span><span class=\"fontstyle4\">n</span><span class=\"fontstyle4\">g</span><span class=\"fontstyle4\">u</span><span class=\"fontstyle4\">ag</span><span class=\"fontstyle4\">es (usually Abyssal or In</span><span class=\"fontstyle4\">fe</span><span class=\"fontstyle4\">rnal)<br /></span></p><p><span class=\"fontstyle2\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">7 (2,900 XP)</span></p><hr /><p><span class=\"fontstyle5\"><strong>Innate Spellcasting.</strong> </span><span class=\"fontstyle4\">The warlock's innate spellcasting ability is Charisma. It can innately cast the following </span><span class=\"fontstyle6\">spells (spell save&nbsp;</span><span class=\"fontstyle4\">DC 15), requiring no material components: </span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>At will:</em> </span><span class=\"fontstyle0\">alter self, false life, levitate </span><span class=\"fontstyle4\">(self only), </span><span class=\"fontstyle0\">mage armor </span><span class=\"fontstyle4\">(self only), </span><span class=\"fontstyle0\">silent image<br /></span><span class=\"fontstyle4\"><em>1/day each:</em> </span><span class=\"fontstyle0\">feeblemind, finger of death, plane shift<br /></span></p><p><span class=\"fontstyle5\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle4\">The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle4\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle0\">eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp<br /></span><span class=\"fontstyle4\"><em>1st-5th level (4 5th-level slots):</em> </span><span class=\"fontstyle0\">banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire<br /></span></p><p><strong><span class=\"fontstyle5\">Dark One's Own Luck (Recharges after </span><span class=\"fontstyle0\">a </span><span class=\"fontstyle5\">Short or Long Rest).&nbsp;</span></strong><span class=\"fontstyle4\">When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.</span></p><hr /><p><strong><span class=\"fontstyle2\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle7\"><strong>Mace.</strong> </span><span class=\"fontstyle0\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+3 to hit, reach 5 </span><span class=\"fontstyle4\">ft., </span><span class=\"fontstyle4\">one target.&nbsp;</span><span class=\"fontstyle0\">Hit: </span><span class=\"fontstyle4\">3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.</span></p><hr /><p><span class=\"fontstyle0\">Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults.</span></p>",
            "hit_dice": "12d8 + 24",
            "id": 10718,
            "initiative": "+2",
            "name": "Warlock of the Fiend",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+5, 1d4 + 2 Piercing",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">WARLOCK </span><span class=\"fontstyle2\">OF THE GREAT </span><span class=\"fontstyle3\">OLD ONE<br /></span></h1><p><span class=\"fontstyle4\">Medium humanoid (any race), any alignment</span></p><hr /><p><span class=\"fontstyle5\"><strong>Armor Class</strong> </span><span class=\"fontstyle2\">12 (15 with </span><span class=\"fontstyle4\">mage armor)<br /></span></p><p><strong><span class=\"fontstyle2\">Hit </span></strong><span class=\"fontstyle5\"><strong>Points</strong> </span><span class=\"fontstyle2\">91 (14d8 </span><span class=\"fontstyle3\">+ </span><span class=\"fontstyle2\">28)<br /></span></p><p><span class=\"fontstyle5\"><strong>Speed</strong> </span><span class=\"fontstyle2\">30ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">9&nbsp;(-1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">14&nbsp;(+2)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">15 (+2)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle5\"><strong>Saving Throws</strong> </span><span class=\"fontstyle2\">Wis </span><span class=\"fontstyle0\">+</span><span class=\"fontstyle0\">4, </span><span class=\"fontstyle2\">Cha +7<br /></span></p><p><span class=\"fontstyle5\"><strong>Skills</strong> </span><span class=\"fontstyle2\">Arcana </span><span class=\"fontstyle5\">+4, </span><span class=\"fontstyle2\">History </span><span class=\"fontstyle5\">+4<br /></span></p><p><span class=\"fontstyle5\"><strong>Damage Resistances</strong> </span><span class=\"fontstyle2\">psychic<br /></span></p><p><span class=\"fontstyle5\"><strong>Senses</strong> </span><span class=\"fontstyle2\">darkvision 60 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">passive Perception 11<br /></span></p><p><span class=\"fontstyle5\"><strong>Languages</strong> </span><span class=\"fontstyle2\">any two languages, telepathy 30 ft.<br /></span></p><p><span class=\"fontstyle5\"><strong>Challenge</strong> </span><span class=\"fontstyle2\">6 (2,300 XP)</span></p><hr /><p><strong><span class=\"fontstyle6\">Innate </span></strong><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle2\">The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), </span><span class=\"fontstyle2\">requiring </span><span class=\"fontstyle2\">no material components:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\"><em>At will:</em> </span><span class=\"fontstyle4\">detect magic, jump, levitate, mage armor </span><span class=\"fontstyle2\">(self only),&nbsp;</span><span class=\"fontstyle4\">speak with dead<br /></span><span class=\"fontstyle2\"><em>1/day each:</em> </span><span class=\"fontstyle4\">arcane gate, true seeing<br /></span></p><p><span class=\"fontstyle6\"><strong>Spellcasting.</strong> </span><span class=\"fontstyle2\">The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:<br /></span></p><p style=\"padding-left: 30px;\"><span class=\"fontstyle2\"><em>Cantrips (at will):</em> </span><span class=\"fontstyle4\">chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp<br /></span><span class=\"fontstyle2\"><em>1st-5th level (3 5th-level slots):</em> </span><span class=\"fontstyle4\">armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch<br /></span></p><p><strong><span class=\"fontstyle6\">Whispering </span></strong><span class=\"fontstyle6\"><strong>Aura.</strong> </span><span class=\"fontstyle2\">At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.</span></p><hr /><p><strong><span class=\"fontstyle5\">ACTIONS<br /></span></strong></p><p><span class=\"fontstyle0\"><strong>Dagger.</strong> </span><span class=\"fontstyle4\">Melee or Ranged Weapon Attack: </span><span class=\"fontstyle2\">+5 to hit, reach 5&nbsp;ft. or range 20/60 </span><span class=\"fontstyle2\">ft., </span><span class=\"fontstyle2\">one target. </span><span class=\"fontstyle4\">Hit: </span><span class=\"fontstyle2\">4 (1d4 + 2) piercing damage.</span></p><hr /><p><span class=\"fontstyle0\">Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from </span><span class=\"fontstyle0\">beyond </span><span class=\"fontstyle0\">the stars.</span> </p>",
            "hit_dice": "14d8 + 28",
            "id": 10719,
            "initiative": "+2",
            "name": "Warlock of the Great Old One",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "+9, 2d6 + 5 Slashing",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "Any",
            "family": "Humanoid (Any)",
            "full_text": "<h1><span class=\"fontstyle0\">WARLORD<br /></span></h1><p><span class=\"fontstyle1\">Medium humanoid (any race), any </span><span class=\"fontstyle1\">alignment</span></p><hr /><p><span class=\"fontstyle3\"><strong>Armor Class</strong> </span><span class=\"fontstyle4\">18 (plate)<br /></span></p><p><strong><span class=\"fontstyle4\">Hit </span></strong><span class=\"fontstyle3\"><strong>Points</strong> </span><span class=\"fontstyle4\">229 (27d8 </span><span class=\"fontstyle4\">+ </span><span class=\"fontstyle4\">108)<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong> </span><span class=\"fontstyle4\">30 ft.<br /></span></p><div style=\"direction: ltr;\"><table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Str</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Dex</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Con</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Int</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Wis</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .5166in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">Cha</p></td></tr><tr><td style=\"background-color: #5bc217; vertical-align: top; width: .6673in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">20&nbsp;(+5)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">16 (+3)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18&nbsp;(+4)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #5bc217; vertical-align: top; width: .6868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">12 (+1)</p></td><td style=\"background-color: #b4c217; vertical-align: top; width: .6034in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\"><p style=\"margin: 0in; font-family: Verdana; font-size: 8.25pt; color: black; text-align: center;\">18 (+4)</p></td></tr></tbody></table></div><p><span class=\"fontstyle3\"><strong>Saving Throws</strong> </span><span class=\"fontstyle4\">Str +9, Dex +7, Con +8<br /></span></p><p><span class=\"fontstyle3\"><strong>Skills</strong> </span><span class=\"fontstyle4\">Athletics +9, </span><span class=\"fontstyle4\">Intimidation </span><span class=\"fontstyle4\">+8, Perception +5, Persuasion +8<br /></span></p><p><span class=\"fontstyle3\"><strong>Senses</strong> passive </span><span class=\"fontstyle4\">Perception 15<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong> </span><span class=\"fontstyle4\">any two languages<br /></span></p><p><span class=\"fontstyle3\"><strong>Challenge</strong> </span><span class=\"fontstyle4\">12 (8,400 XP)</span></p><hr /><p><strong><span class=\"fontstyle5\">Indomitable </span></strong><span class=\"fontstyle5\"><strong>(3/Day).</strong> </span><span class=\"fontstyle4\">The warlord can reroll </span><span class=\"fontstyle3\">a saving </span><span class=\"fontstyle4\">throw it fails. It must use the new roll.<br /></span></p><p><span class=\"fontstyle5\"><strong>Survivor.</strong> </span><span class=\"fontstyle4\">The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.&nbsp;</span></p><hr /><p><span class=\"fontstyle6\"><strong>ACTIONS</strong><br /></span></p><p><span class=\"fontstyle5\"><strong>Multiattack.</strong> </span><span class=\"fontstyle4\">The warlord makes two weapon attacks.&nbsp;</span></p><p><span class=\"fontstyle5\"><strong>Greatsword.</strong> </span><span class=\"fontstyle1\">Melee Weapon Attack: </span><span class=\"fontstyle4\">+9 to hit, reach 5 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">12 (2d6 + 5)&nbsp;slashing damage.<br /></span></p><p><span class=\"fontstyle5\"><strong>Shortbow.</strong> </span><span class=\"fontstyle1\">Ranged Weapon Attack: </span><span class=\"fontstyle4\">+7 to hit, range 80/320 ft., one target. </span><span class=\"fontstyle1\">Hit: </span><span class=\"fontstyle4\">6 (1d6 + 3) piercing damage.</span></p><hr /><p><strong><span class=\"fontstyle6\">LEGENDARY ACTIONS<br /></span></strong></p><p><span class=\"fontstyle4\">The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlord regains spent </span><span class=\"fontstyle4\">legendary </span><span class=\"fontstyle4\">actions at the start of its turn.<br /></span></p><p><span class=\"fontstyle3\"><strong>Weapon Attack.</strong> </span><span class=\"fontstyle4\">The warlord makes a weapon attack.&nbsp;</span></p><p><strong><span class=\"fontstyle4\">Command </span></strong><span class=\"fontstyle3\"><strong>Ally.</strong> </span><span class=\"fontstyle4\">The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.<br /></span></p><p><strong><span class=\"fontstyle3\">Frighten Foe </span><span class=\"fontstyle3\">(Costs </span></strong><span class=\"fontstyle3\"><strong>2 Actions).</strong> </span><span class=\"fontstyle4\">The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.</span></p><hr /><p><span class=\"fontstyle0\">Warlords are legendary battlefield commanders whose names are spoken with awt. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner.</span> </p>",
            "hit_dice": "27d8 + 108",
            "id": 10720,
            "initiative": "+3",
            "name": "Warlord",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "1d4",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid ",
            "full_text": "<h2>Acolyte</h2><p><b>Family:</b> Humanoid <br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 0</p><hr /><p><strong>Armor</strong> <strong>Class</strong> 10</p><p><b>Hit Dice:</b> 9 (2d8) mal&nbsp;<br /><b>Speed : </b>30 ft</p><p><b>Alignment:</b> any</p><hr /><div><table style=\"height: 78px;\" title=\"\" border=\"0\" summary=\"\" width=\"372\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>10 (+0)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>14(+2)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p>&nbsp;</p></div><p><strong><span class=\"fontstyle3\">Skills</span></strong><span class=\"fontstyle3\">&nbsp;</span><span class=\"fontstyle4\">&nbsp;Medicine&nbsp;</span><span class=\"fontstyle3\">+4, Religion +2</span></p><p><strong>Senses</strong>&nbsp;passive perception 10</p><p><b>Languages </b>any one language&nbsp;</p><p><strong>Challenge</strong> &frac14; (50 XP)&nbsp;</p><hr /><p><b>Spellcasting&nbsp;</b> The acolyte is a 1st-level spellcaster. &nbsp;It's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared&nbsp;</p><p>Cantrips (at will): light, sacred flame, Thaumaturgy&nbsp;</p><p>1st level (3 slots): bless, cure wounds, sanctuary&nbsp;</p><h2>Actions&nbsp;</h2><hr /><p><strong>Club: </strong>meele weapon attack<b>:</b> +2 to hit, reach 5 ft., one target. Hit 2(1d4) bludgeoning damage.&nbsp;<br /><br /><strong>Acolytes</strong> are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities&nbsp;</p>",
            "hit_dice": "9 (2d8) ",
            "id": 10926,
            "initiative": "+0",
            "name": "Acolyte ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Archmages</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 12</p><hr /><p><b>Armor Class </b>12 (15 with mage armor)</p><p><b>Hit Dice:</b> 99 (18d8 + 18)<br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> Neutral</p><hr /><table style=\"height: 71px;\" width=\"414\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>10 (+0)</td><td>14 (+2)</td><td>12 (+1)</td><td>20 (+5)</td><td>15 (+2)</td><td>16 (+3)</td></tr></tbody></table><p><strong>Saving Throws</strong> lnt +9, Wis +6</p><p><strong>Skills</strong> Arcana +13, History +13 <br /><strong>Damage Resistance</strong> damage from spells; non magical <br />bludgeoning, piercing, and slashing (from stoneskin)</p><p><strong> Senses</strong> passive Perception 12</p><p><strong>Languages</strong> any six languages</p><p><strong>Challenge</strong> 12 (8,400 XP)</p><p><strong>Magic Resistance</strong>. The arch mage has advantage on saving throws against spells and other magical effects. <br /><strong>Spellcasting</strong>. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arch mage can cast disguise self and invisibility at will and has the following wizard spells prepared:</p><p>Cantrips (at will):.fire bolt, light, mage hand, prestidigitation, shocking grasp</p><p>1st level (4 slots): detect magic, identify, mage armor*, magic missile</p><p>2nd level (3 slots): detect thoughts, mirror image, misty step</p><p>3rd level (3 slots): counterspeii,Jly, lightning bolt</p><p>4th level (3 slots): banishment, fire shield, stoneskin*</p><p>5th level (3 slots): cone of cold, scrying, wall of force</p><p>6th level (1 slot): globe of invulnerability</p><p>7th level (1 slot): teleport</p><p>8th level (1 slot): mind blank*</p><p>9th level (1 slot): time stop</p><p>*The archmage casts these spells on itself before combat.</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Dagger</strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.&nbsp;</p><p>&nbsp;</p><p><strong>Archmages</strong> are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.&nbsp;</p><p>&nbsp;</p></div>",
            "hit_dice": " 99 (18d8 + 18",
            "id": 10927,
            "initiative": "30 ft",
            "name": "Archmage",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Assassin</h2><p><b>Family:</b> Humanoid (any)<br /><b>Type:</b> Humanoid</p><hr /><p><b>Armor Class </b>15 (studded leather)</p><p><b>Hit Dice:</b> 78 (12d8 + 24) <br /><b>Initiative:</b> 30 ft<br /><b>Alignment:</b> any non-good</p><hr /><table><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>11 (+0)</td><td>16 (+3)</td><td>14 (+2)&nbsp;</td><td>13 (+1)</td><td>11 (+0)</td><td>10 (+0)</td></tr></tbody></table><p>&nbsp;</p><hr /><p><strong>Saving Throws</strong> Dex +7, lnt +5 <br /><br /><strong>Skills</strong> Acrobatics +7, Deception +4, Perception +4, Stealth + 11</p><p><strong> Damage Resistances</strong> poison</p><p><strong> Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Thieves' cant plus any two languages</p><p><strong> Challenge</strong> 8 (3,900 XP)</p><hr /><p>&nbsp;</p><p><strong>Assassinate</strong>. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</p><p><strong>Evasion</strong>. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails.</p><p><strong>Sneak Attack (1/Turn).</strong> The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</p><h3>Actions</h3><hr /><p><strong>Multiattack</strong>. The assassin makes two shortsword attacks.</p><p><strong>Shortsword</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</p><p><strong>Light Crossbow</strong>. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</p><p><br />Trained in the use of poison, <strong>assassins</strong> are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.</p><p>&nbsp;</p></div>",
            "hit_dice": "78 (12d8 + 24) ",
            "id": 10928,
            "initiative": "30 ft",
            "name": "Assassin",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Bandit</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/8 (25 XP)</p><hr /><p><b>Armor Class </b>12 (leather armor)</p><p><b>Hit Dice:</b> 11 (2d8 + 2) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any non-Lawful</p><hr /><table><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>11 (+0)</td><td>12 (+1)</td><td>12 (+1)</td><td>10 (+0)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><hr /><p><strong>Senses</strong> passive Perception 10 <br /><br /><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 1/8 (25 XP)</p><h3>ACTIONS</h3><hr /><strong>Scimitar</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one' target. Hit: 4 (1d6 + 1) slashing damage.</div><div><br /><strong>Light Crossbow</strong>. Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.</div><div>&nbsp;</div><div><strong>Bandits</strong> rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.</div><div>&nbsp;</div><div><strong>Pirates</strong> are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. <br />&nbsp;</div>",
            "hit_dice": "11 (2d8 + 2) ",
            "id": 10929,
            "initiative": "30 ft",
            "name": "Bandit",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Bandit Captain</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 2</p><hr /><p><b>Armor Class </b>15 (studded leather)</p><p><b>Hit Dice:</b> 65 (10d8 + 20) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any non-Lawful</p><hr /><p>&nbsp;</p><table style=\"height: 78px;\" title=\"\" border=\"0\" summary=\"\" width=\"372\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>15 (+2)</p></td><td><p>16(+3)</p></td><td><p>14(+2)</p></td><td><p>14(+2)</p></td><td><p>11(+0)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><p>&nbsp;</p><hr /><p><strong>Saving Throws</strong> Str +4, Dex +5, Wis +2</p><p><strong> Skills</strong> Athletics +4, Deception +4</p><p><strong> Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any two languages</p><p><strong>Challenge</strong> 2 (450 XP)</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Multiattack</strong>. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.</p><p><strong>Scimitar</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.</p><p><strong>Dagger</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</p><h3>Reactions</h3><hr /><p>&nbsp;</p><p><strong>Parry</strong>. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.</p><p>&nbsp;</p><p>It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The <strong>bandit captain</strong> has these qualities in spades.</p><p>In addition to managing a crew of selfish malcontents, the <strong>pirate captain</strong> is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.</p><p>More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.</p></div>",
            "hit_dice": "65 (10d8 + 20) ",
            "id": 10930,
            "initiative": "30 ft",
            "name": "Bandit Captain ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>berserker</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 2</p><hr /><p><b>Armor Class </b>13 (hide armor)</p><p><b>Hit Dice:</b> 67 (9d8 + 27) <br /><b>Initiative:</b> 30 ft<br /><b>Alignment:</b> Chaotic Good<br /><br /></p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>16 (+3)</p></td><td><p>12(+1)</p></td><td><p>17(+3)</p></td><td><p>9(-1)</p></td><td><p>11(+0)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><p>&nbsp;</p><hr /><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 2 (450 XP)</p><hr /><p><strong>Reckless</strong>. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.</p><p>&nbsp;</p><h3>Actions</h3><hr /><p><strong>Greataxe</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.</p><p>Hailing from uncivilized lands, unpredictable <strong>berserkers</strong> come together in war parties and seek conflict wherever they can find it. <br /><br /></p></div>",
            "hit_dice": "67 (9d8 + 27) ",
            "id": 10931,
            "initiative": "30 ft",
            "name": "Berserker",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Commoner</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 0</p><hr /><p><b>Armor Class </b>10</p><p><b>Hit Dice:</b> 4 (1d8) <br /><b>Initiative:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>10 (+0)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><p>&nbsp;</p><hr /><p><strong>Senses</strong> passive Perception 10 <br /><br /><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 0 (10 XP)&nbsp;</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Club</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.</p><p><br /><strong>Commoners</strong> include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.</p></div>",
            "hit_dice": " 4 (1d8) ",
            "id": 10932,
            "initiative": "30 ft",
            "name": "Commoner",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Cultist</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/8 (25 XP) </p><hr /><p><b>Armor Class </b>12 (leather armor)</p><p><b>Hit Dice:</b> 9 (2d8)<br /><b>Initiative:</b> 30 ft<br /><b>Alignment:</b> any non-Good</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>11 (+0)</p></td><td><p>12(+1)</p></td><td><p>10(+0)</p></td><td><p>10(+0)</p></td><td><p>11(+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Deception +2, Religion +2</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any one language (usually Common)</p><p><strong> Challenge</strong> 1/8 (25 XP)</p><hr /><p><strong>Dark Devotion</strong>. The cultist has advantage on saving throws against being charmed or frightened</p><p>&nbsp;</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Scimitar</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one creature. Hit: 4 (1d6 + 1) slashing damage.</p><p><strong>Cultists</strong> swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.</p></div>",
            "hit_dice": "9 (2d8)",
            "id": 10933,
            "initiative": "30 ft",
            "name": "Cultist",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Cult Fanatic</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 2</p><hr /><p><b>Armor Class </b>13 (leather armor)</p><p><b>Hit Dice:</b> 33 (6d8 + 6)<br /><b>Initiative:</b> 30 ft<br /><b>Alignment:</b> any non-good alignment </p><hr /><p>&nbsp;</p><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>11 (+0)</p></td><td><p>14(+2)</p></td><td><p>12(+1)</p></td><td><p>10(+0)</p></td><td><p>13(+1)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Deception +4, Persuasion +4, Religion +2</p><p><strong>Senses</strong> passive Perception 10</p><p><strong> Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 2 (450 XP)</p><hr /><p>&nbsp;</p><p><strong>Dark Devotion</strong>. The fanatic has advantage on saving throws against being charmed or frightened.</p><p><strong>Spellcasting</strong>. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:</p><p>Cantrips (at will): light, sacred flame, thaumaturgy</p><p>1st level (4 slots): command, inflict wounds, shield of faith</p><p>2nd level (3 slots): hold person, spiritual weapon</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Multiattack</strong>. The fanatic makes two melee attacks.</p><p><strong>Dagger</strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.</p><p><strong>Fanatics</strong> are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. <br /><br /></p></div>",
            "hit_dice": "33 (6d8 + 6)",
            "id": 10934,
            "initiative": "30 ft",
            "name": "Cult Fanatic",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Druid</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 2</p><hr /><p><b>Armor Class </b>11 (16 with barkskin)</p><p><b>Hit Dice:</b> 27 (5d8 + 5) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>10 (+0)</p></td><td><p>12(+1)</p></td><td><p>13(+1)</p></td><td><p>12(+1)</p></td><td><p>15(+2)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><br /><hr /><p><strong>Skills</strong> Medicine +4, Nature +3, Perception +4</p><p><strong> Senses</strong> passive Perception 14</p><p><strong> Languages</strong> Druidic plus any two languages</p><p><strong> Challenge</strong> 2 (450 XP)&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Spellcasting</strong>. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</p><p>Cantrips (at will): druidcraft, produce flame, shillelagh</p><p>1st level (4 slots): entangle, longstrider, speak with animals, thunderwave</p><p>2nd level (3 slots): animal messenger, barkskin</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Quarterstaff</strong>. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.</p><p><strong>Druids</strong> dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are <strong>tribal shamans</strong> who heal the sick, pray to animal spirits, and provide spiritual guidance. <br /><br /></p></div>",
            "hit_dice": " 27 (5d8 + 5) ",
            "id": 10935,
            "initiative": "30 ft",
            "name": "Druid",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Gladiator</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 5</p><hr /><p><b>Armor Class </b>16 (studded leather, shield)</p><p><b>Hit Dice:</b> 112 (15d8 + 45) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>18 (+4)</p></td><td><p>15(+2)</p></td><td><p>16(+3)</p></td><td><p>10(+0)</p></td><td><p>12(+2)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong> Str +7, Dex +5, Con +6</p><p><strong>Skills</strong> Athletics +10, Intimidation +5</p><p><strong>Senses</strong> passive Perception 11</p><p><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 5 (1 ,800 XP)</p><hr /><p><strong>Brave</strong>. The gladiator has advantage on saving throws against being frightened.</p><p><strong>Brute</strong>. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).</p><h3>Actions</h3><hr /><p><strong>Multiattack</strong>. The gladiator makes three melee attacks or two ranged attacks.</p><p><strong>Spear</strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.</p><p><strong>Shield Bash</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</p><h3>Reactions</h3><hr /><p><strong>Parry</strong>. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.</p><p>&nbsp;</p><p><strong>Gladiators</strong> battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death</p><p>&nbsp;</p></div>",
            "hit_dice": " 112 (15d8 + 45) ",
            "id": 10936,
            "initiative": "30 ft",
            "name": "Gladiator",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Guard</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/8</p><hr /><p><b>Armor Class </b>16 (chain shirt, shield)</p><p><b>Hit Dice:</b> 11 (2d8 + 2) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>13 (+1)</p></td><td><p>12 (+1)</p></td><td><p>12 (+1)</p></td><td><p>10 (+0)</p></td><td><p>11 (+0)</p></td><td><p>10&nbsp; (+0)</p></td></tr></tbody></table><hr /><strong>Skills</strong> Perception +2 <br /><br /><strong>Senses</strong> passive Perception 12 <br /><br /><strong>Languages</strong> any one language (usually Common)</div><div>&nbsp;</div><div><strong>Challenge</strong> 1/8 (25 XP)</div><div>&nbsp;</div><h3>Actions</h3><div><hr /></div><div><strong>Spear</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.</div><div><br /><strong>Guards</strong> include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.</div>",
            "hit_dice": " 11 (2d8 + 2) ",
            "id": 10937,
            "initiative": "30 ft",
            "name": "Guard",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Knight</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 3</p><hr /><p><b>Armor Class </b>18 (plate)</p><p><b>Hit Dice:</b> 52 (8d8 + 16) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>16 (+3)</p></td><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>11 (+0)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong> Con +4, Wis +2</p><p><strong> Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 3 (700 XP)&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Brave</strong>. The knight has advantage on saving throws against being frightened.</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Multiattack</strong>. The knight makes two melee attacks.</p><p><strong>Creatsword</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</p><p><strong>Heavy Crossbow</strong>. Ranged Weapon Attack: +2 to hit, range 100f400 ft., one target. Hit: 5 (ld10) piercing damage.</p><p><br /><strong>Leadership (Recharges after a Short or Long Rest).</strong> For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.</p><h3><br />REACTIONS</h3><hr /><p>&nbsp;</p><p><strong>Parry</strong>. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.</p><p><br /><strong>Knights</strong> are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honore.d. Whether undertaking a quest or patrolling a realm: a knight often travels with an entourage that includes squires and hirelings who are commoners.</p></div>",
            "hit_dice": " 52 (8d8 + 16) ",
            "id": 10938,
            "initiative": "30 ft",
            "name": "Knight",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Mage</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 6</p><hr /><p><b>Armor Class </b>12 (15 with mage armor)</p><p><b>Hit Dice:</b> 40 (9d8) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>9 (-1)</p></td><td><p>14(+2)</p></td><td><p>11(+0)</p></td><td><p>17(+3)</p></td><td><p>12(+1)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong> lnt +6, Wis +4</p><p><strong>Skills</strong> Arcana +6, History +6</p><p><strong>Senses</strong> passive Perception 11</p><p><strong>Languages</strong> any four languages</p><p><strong>Challenge</strong> 6 (2,300 XP)</p><hr /><p>&nbsp;</p><p><strong>Spellcasting</strong>. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:</p><p>Cantrips (at will):.fire bolt, light, mage hand, prestidigitation</p><p>1st level (4 slots): detect magic, mage armor, magic missile, shield</p><p>2nd level (3 slots): misty step, suggestion</p><p>3rd level (3 slots): counterspell,fireball,fly</p><p>4th level(3 slots): greater invisibility, ice storm</p><p>5th level (1 slot): cone of cold</p><h3>Actions</h3><hr /><p>&nbsp;</p><p><strong>Dagger</strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20f60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.</p><p><br /><strong>Mages</strong> spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.</p><p><br /><span style=\"background-color: #ffff00;\">VARIANT: FAMILIARS Any spell caster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</span></p></div>",
            "hit_dice": " 40 (9d8) ",
            "id": 10939,
            "initiative": "30 ft",
            "name": "Mage",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Noble</h2><p><b>Family:</b> Humanoid<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/8 (25 XP)</p><hr /><p><b>Armor Class </b>15 (breastplate)</p><p><b>Hit Dice:</b> 9 (2d8) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>14(+2)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Deception +5, Insight +4, Persuasion +5</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any two languages</p><p><strong>Challenge</strong> 1/8 (25 XP)</p><h3>Actions</h3><hr /><p><strong>Rapier</strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) piercing damage</p><h3>Reactions</h3><hr /><p><strong>Parry</strong>. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.</p><p><br /><strong>Nobles</strong> wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.</p></div>",
            "hit_dice": " 9 (2d8) ",
            "id": 10940,
            "initiative": "30 ft",
            "name": "Noble",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Priest</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid</p><hr /><p><b>Armor Class</b> 13 (chain shirt)</p><p><b>Hit Dice:</b> 27 (5d8 + 5) <br /><b>speed:</b> 25ft<br /><b>Alignment:</b> any<br /><br /></p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>10 (+0)</p></td><td><p>10(+0)</p></td><td><p>12(+1)</p></td><td><p>13(+1)</p></td><td><p>16(+3)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p>&nbsp;<strong>Skills</strong> Medicine +7, Persuasion +3, Religion +4</p><p><strong>Senses</strong> passive Perception 13</p><p><strong> Languages</strong> any two languages</p><p><strong>Challenge</strong> 2 (450 XP)</p><hr /><p><strong>Divine Eminence</strong>. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</p><p><br /><strong>Spellcasting</strong>. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:</p><p>Cantrips (at will): fight, sacred flame, thaumaturgy</p><p>1st level (4 slots): cure wounds, guiding bolt, sanctuary</p><p>2nd level (3 slots): lesser restoration, spiritual weapon</p><p>3rd level (2 slots): dispel magic, spirit guardians</p><h3>Actions</h3><hr /><p><strong>Mace</strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.</p><p><br /><strong>Priests</strong> bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.</p></div>",
            "hit_dice": "27 (5d8 + 5) ",
            "id": 10941,
            "initiative": "25ft",
            "name": "Priest",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Scouts</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/2</p><hr /><p><b>Hit Dice:</b> 16 (3d8 + 3) <br /><b>speed:</b> 30ft<br /><b>Alignment:</b> any</p><hr /><p>&nbsp;</p><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>13 (+1)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Nature +4, Perception +5, Stealth +6, Survival +5</p><p><strong>Senses</strong> passive Perception 15</p><p><strong> Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><hr /><p><strong>Keen Hearing and Sight</strong>. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</p><h3>Actions</h3><hr /><p><strong>Multiattack</strong>. The scout makes two melee attacks or two ranged attacks.</p><p><strong>Shortsword</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</p><p><strong>Longbow</strong>. Ranged Weapon Attack: +4 to hit, ranged 150f600 ft. , one target. Hit: 6 (1d8 + 2) piercing damage.</p><p>&nbsp;</p><p><strong>Scouts</strong> are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.</p></div>",
            "hit_dice": "16 (3d8 + 3) ",
            "id": 10942,
            "initiative": "30ft",
            "name": "Scouts ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Spy</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1</p><hr /><p><b>Armor Class </b>12</p><p><b>Hit Dice:</b> 27 (6d8) <br /><b>Speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>10 (+0)</p></td><td><p>15(+2)</p></td><td><p>10(+0)</p></td><td><p>12(+1)</p></td><td><p>14(+2)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4</p><p><strong>Senses</strong> passive Perception 16</p><p><strong>Languages</strong> any two languages</p><p><strong>Challenge</strong> 1 (200 XP)</p><hr /><p><strong>Cunning Action</strong>. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.</p><p><br /><strong>Sneak Attack (1/Turn).</strong> The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.</p><h3>ACTIONS</h3><hr /><p><strong>Multiattack</strong>. The spy makes two melee attacks.</p><p><strong>Shortsword</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 5 (1d6 + 2) piercing damage.</p><p><strong>Hand Crossbow.</strong> Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</p><p><br />Rulers, nobles, merchants, guild masters, and other wealthy individuals use <strong>spies</strong> to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers </p></div>",
            "hit_dice": " 27 (6d8) ",
            "id": 10943,
            "initiative": "30 ft",
            "name": "Spy",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Thug</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/2</p><hr /><p><b>Armor Class </b>11 (leather armor)</p><p><b>Hit Dice:</b> 32 (Sd8 + 10) <br /><b>speed:</b> 30 ft<br /><b>Alignment:</b> any non-Good</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>15 (+2)</p></td><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>10 (+0)</p></td><td><p>10(+0)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Intimidation +2</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 1/2 (100 XP) </p><hr /><p><strong>Pack Tactics</strong>. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><h3><br />ACTIONS</h3><hr /><p><strong>Multiattack</strong>. The thug makes two melee attacks.</p><p><strong>Mace</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.</p><p><strong>Heavy Crossbow</strong>. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.</p><p>&nbsp;</p><p><br /><strong>Thugs</strong> are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples</p></div>",
            "hit_dice": " 32 (Sd8 + 10) ",
            "id": 10944,
            "initiative": "30 ft",
            "name": "Thug",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Tribal warrior</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 1/8</p><hr /><p><b>Armor Class</b> 12 (hide armor)</p><p><b>Hit Dice:</b> 11 (2d8 + 2) <br /><b>speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>13 (+1)</p></td><td><p>11(+0)</p></td><td><p>12(+1)</p></td><td><p>8 (-1)</p></td><td><p>11(+0)</p></td><td><p>8 (-1)</p></td></tr></tbody></table><hr /><p>&nbsp;<strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> any one language</p><p><strong>Challenge</strong> 1/8 (25 XP) </p><hr /><p><strong>Pack Tactics</strong>. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><h3><br />ACTIONS</h3><hr /><strong>Spear</strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</div><div><br /><p><strong>Tribal warriors</strong> live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods</p><p>&nbsp;</p></div>",
            "hit_dice": " 11 (2d8 + 2) ",
            "id": 10945,
            "initiative": "30 ft",
            "name": "Tribal warrior",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "Humanoid",
            "full_text": "<div><h2>Veterans</h2><p><b>Family:</b> Humanoid (any race)<br /><b>Type:</b> Humanoid<br /><b>Challenge rating:</b> 3</p><hr /><p><b>Armor Class</b> 17 (splint)</p><p><b>Hit Dice:</b> 58 (9d8 + 18) <br /><b>speed:</b> 30 ft<br /><b>Alignment:</b> any</p><hr /><table width=\"372\"><tbody><tr><td><p>Str</p></td><td><p>Dex</p></td><td><p>Con</p></td><td><p>Int</p></td><td><p>Wis</p></td><td><p>Cha</p></td></tr><tr><td><p>16 (+3)</p></td><td><p>13 (+1)</p></td><td><p>14 (+2)</p></td><td><p>10(+0)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong> Athletics +5, Perception +2</p><p><strong>Senses</strong> passive Perception 12</p><p><br /><strong>Languages</strong> any one language (usually Common)</p><p><strong>Challenge</strong> 3 (700 XP)&nbsp;</p><hr /><h3>ACTIONS </h3><hr /><p><strong>Multiattack</strong>. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</p><p><strong>Longsword</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</p><p><strong>Shortsword</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</p><p><br /><strong>Heavy Crossbow</strong>. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.</p><p>&nbsp;</p><p><br /><strong>Veterans</strong> are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves</p></div>",
            "hit_dice": " 58 (9d8 + 18) ",
            "id": 10946,
            "initiative": "30 ft",
            "name": "Veterans ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": " 7 (ld8 + 3) piercing damage",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class 18 (plate)<br />Hit Points 39 (6d8 + 12)<br />Speed 30 ft.</strong></p><p><strong>ACTIONS</strong><br /><em>Multiattack.</em> The guard makes two melee attacks. <br /><br />Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one<br />target. Hit: 7 (ld8 + 3) piercing damage.</p><p><br /><strong>REACTIONS</strong><br /><em>Unyielding.</em> When the guard is subjected to an effect that <br />would move it, knock it prone, or both, it can use its reaction to<br />be neither moved nor knocked prone.</p>",
            "hit_dice": "39",
            "id": 10964,
            "initiative": "0",
            "name": "BLACK EARTH GUARD",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "7 (1d10 + 2) slashing damage",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 17 (splint)<br /><strong>Hit Points</strong> 45 (7d8 + 14)<br /><strong>Speed</strong> 30 ft.</p><p><strong>Spellcasting.</strong> The priest is a 5th-level spellcaster. Its<br />spellcasting ability is Charisma (spell save DC 13, +5 to hit<br />with spell attacks). It knows the following sorcerer spells (an<br />asterisked spell is from appendix B): <br />Cantrips (at will): acid splash, blade ward, light,<br />mending, mold earth*<br />1st level (4 slots): earth tremor* expeditious retreat, shield<br />2nd level (3 slots): shatter, spider climb<br />3rd level (2 slots): slow</p><p><strong>ACTIONS</strong></p><p><em>Multiattack</em>. The priest makes two melee attacks. <br />Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.<br />Hit: 7 (IdlO + 2) slashing damage. <br /><strong>REACTIONS</strong><br /><em>Unyielding.</em> When the priest is subjected to an effect that <br />would move it, knock it prone, or both, it can use its reaction to<br />be neither moved nor knocked prone.</p>",
            "hit_dice": "45 (7d8 + 14)",
            "id": 10965,
            "initiative": "",
            "name": "BLACK EARTH PRIEST",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 18 (plate)<br /><strong>Hit Points</strong> 82 (lld8 +33)<br /><strong>Speed</strong> 30 ft.</p><p><strong>ACTIONS</strong><br /><em>Multiattack.</em> The burrowshark makes three melee attacks. <br />Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<br />range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or<br />8 (ld8 + 4) piercing damage if used with two hands to make a<br />melee attack.</p><p><br /><strong>REACTIONS</strong><br /><em>Unyielding.</em> When the burrowshark is subjected to an effect <br />that would move it, knock it prone, or both, it can use its<br />reaction to be neither moved nor knocked prone.</p>",
            "hit_dice": "82 (11d8 +33)",
            "id": 10966,
            "initiative": "",
            "name": "BURROWSHARK",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "5 (1d6 + 2) bludgeoning damage",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 17 (splint)<br /><strong>Hit Points</strong> 75 (10d8 + 30)<br /><strong>Speed</strong> 30 ft.</p><p><strong>Death Burst.</strong> When the stonemelder dies, it turns to stone<br />and explodes in a burst of rock shards, becoming a smoking<br />pile of rubble. Each creature within 10 feet ofthe exploding<br />stonemelder must make a DC 14 Dexterity saving throw, taking<br />11 (2dl0) bludgeoning damage on a failed save, or half as<br />much damage on a successful one.</p><p><br /><strong>Spellcasting.</strong> The stonemelder is a 7th-level spellcaster. Its<br />spellcasting ability is Charisma (spell save DC 13, +5 to hit<br />with spell attacks). It knows the following sorcerer spells (an<br />asterisked spell is from appendix B): <br />Cantrips (at will): acid splash, blade ward, light,<br />mending, mold earth* <br />1st level (4 slots): expeditious retreat, false life, shield<br />2nd level (3 slots): Maximilian's earthen grasp* shatter<br />3rd level (3 slots): erupting earth* meld into stone<br />4th level (1 slot): stoneskin</p><p><br /><strong>ACTIONS</strong><br /><em>Black Earth Rod.</em> Melee Weapon Attack: +5 to hit, reach 5 <br />ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The<br />stonemelder can also expend a spell slot to deal extra damage,<br />dealing 2d8 bludgeoning damage for a 1st level slot, plus an<br />additional ld8 for each level ofthe slot above 1st</p>",
            "hit_dice": "75 (10d8 + 30)",
            "id": 10967,
            "initiative": "",
            "name": "STONEMELDER",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "9 (1d10 + 4) ",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 16<br /><strong>Hit Points</strong> 78 (12d8 + 24) <br /><strong>Speed</strong> 50 ft.</p><p><strong>Damage Immunities</strong> poison<br /><strong>Condition Immunities</strong> blinded, poisoned</p><p><strong>Evasion.</strong> If Hellenrae is subjected to an effect that allows her<br />to make a Dexterity saving throw to take only half damage, she<br />instead takes no damage if she succeeds on the saving throw,<br />and only half damage if she fails.</p><p><br /><strong>Stunning Strike (Recharge 5-6)</strong> When Hellenrae hits a target<br />with a melee weapon attack, the target must succeed on a DC<br />13 Constitution saving throw or be stunned until the end of<br />Hellenrae's next turn.</p><p><br /><strong>Unarmored Defense.</strong> While Hellenrae is wearing no armor and<br />wielding no shield, her AC includes her Wisdom modifier. <br />Unarmored Movement. While Hellenrae is wearing no<br />armor and wielding no shield, her speed increases by 20 feet<br />(included in her speed). <br /><strong>ACTIONS</strong> <br /><em>Multiattack</em>. Hellenrae makes three melee attacks. <br />Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,<br />one target. Hit: 9 (ldlO + 4) bludgeoning damage. <br /><strong>REACTIONS</strong> <br /><em>Parry and Counter.</em> Hellenrae adds 3 to her AC against one<br />melee or ranged weapon attack that would hit her. To do so,<br />she must be able to sense the attacker with her blindsight.<br />If the attack misses, Hellenrae can make one melee attack<br />against the attacker if it is within her reach.</p>",
            "hit_dice": "78 (12d8 + 24) ",
            "id": 10968,
            "initiative": "",
            "name": "HELLENRAE ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "4 (1d6 + 1)",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 10 (13 with mage armor)<br /><strong>Hit Points</strong> 82 (lld8 + 33)<br /><strong>Speed</strong> 30 ft</p><p><strong>Earth Walk.</strong> Moving through difficult terrain made of earth or<br />stone costs Miraj no extra movement.</p><p><br /><strong>Innate Spellcasting.</strong> Miraj's innate spellcasting ability is<br />Constitution (spell save DC 14). He can innately cast the<br />following spell, requiring no material components: <br />1/day: pass without trace</p><p><strong>Spellcasting</strong>.</p><p>Miraj is an 11th-level spellcaster. His spellcasting <br />ability is Charisma (spell save DC 15, +7 to hit with spell<br />attacks). He knows the following sorcerer spells (an asterisked<br />spell is from appendix B): <br />Cantrips (at will): acid splash, blade ward, friends, light,<br />message, mold earth*<br />1st level (4 slots): chromatic orb, mage armor, magic missile<br />2nd level (3 slots): Maximilian's earthen grasp*<br />shatter, suggestion<br />3rd level (3 slots): counterspell, erupting earth*<br />4th level (3 slots): polymorph, stoneskin<br />5th level (2 slots): wall of stone<br />6th level (1 slot): move earth</p><p><br /><strong>ACTIONS</strong> <br /><em>Staff</em>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<br />target. Hit: 4 (ld6 + 1) bludgeoning damage, or 5 (ld8 + 1)<br />bludgeoning damage when used with two hands.</p>",
            "hit_dice": "82 (11d8 + 33)",
            "id": 10969,
            "initiative": "",
            "name": "MIRAJ VIZANN",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one  creature. Hit: 7 (ld8 + 3) piercing damage. ",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "half-elf",
            "full_text": "<p><strong>Armor Class </strong>15 (studded leather)<strong><br />Hit Points </strong>55 (10d8+10)<strong><br />Speed</strong> 30 ft.</p><p><strong>Fey Ancestry.</strong> Windharrow has advantage on saving throws<br />against being charmed, and magic can't put him to sleep.&nbsp;</p><p><br /><strong>Spellcasting.</strong> Windharrow is an Sth-level spellcaster. His<br />spellcasting ability is Charisma (spell save DC 13, +5 to hit with <br />spell attacks). Windharrow knows the following bard spells:</p><p style=\"padding-left: 30px;\"><br />Cantrips (at will): friends, prestidigitation, vicious mockery<br />1st level (4 slots): disguise self, dissonant whispers, thunderwave<br />2nd level (3 slots): invisibility, shatter, silence<br />3rd level (3 slots): nondetection, sending, tongues<br />4th level (2 slots): confusion, dimension door</p><p><strong>Multiattack.</strong> Windharrow makes two melee attacks.</p><p><br /><strong>Rapier.</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one <br />creature. Hit: 7 (ld8 + 3) piercing damage.</p>",
            "hit_dice": "55 (10d8+10)",
            "id": 11110,
            "initiative": "+3",
            "name": "WINDHARROW",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage.",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 14<br /><strong>Hit Points</strong> 33&nbsp;<br /><strong>Speed</strong> 45 ft.</p><p><strong>Spellcasting.</strong> The hurricane is a 3rd-level spellcaster. Its<br />spellcasting ability is Wisdom (spell save DC 11, +3 to hit<br />with spell attacks). It knows the following sorcerer spells (an<br />asterisked spell is from appendix B):</p><p style=\"padding-left: 30px;\"><br />Cantrips (at will): blade ward, gust* light, prestidigitation<br />1st level (4 slots): feather fall, jump, thunderwave<br />2nd level (2 slots): gust of wind</p><p><br /><strong>Unarmored Defense.</strong> While the hurricane is wearing no armor<br />and wielding no shield, its AC includes its Wisdom modifier. <br />Unarmored Movement. While the hurricane is wearing no<br />armor and wielding no shield, its walking speed increases by 15<br />feet (included in its speed). <br /><strong>ACTIONS</strong></p><p style=\"padding-left: 30px;\"><br /><strong>Multiattack</strong>. The hurricane makes two melee attacks. <br /><strong>Unarmed Strike</strong>. Melee Weapon Attack: +5 to hit, reach 5 ft.,<br />one target. Hit: 6 (ld6 + 3) bludgeoning damage.</p><p><br /><strong>REACTIONS</strong></p><p style=\"padding-left: 30px;\"><br /><strong>Deflect Missiles.</strong> When the hurricane is hit by a ranged weapon <br />attack, it reduces the damage from the attack by ldlO + 9. If the<br />damage is reduced to 0, the hurricane can catch the missile if<br />it is small enough to hold in one hand and the hurricane has at<br />least one hand free.</p>",
            "hit_dice": "33",
            "id": 11111,
            "initiative": "3",
            "name": "HURRICANE ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 13(16 with mage armor)<br /><strong>Hit Points</strong> 66 (12d8 + 12)<br /><strong>Speed</strong> 30 ft.</p><p><strong>Fey Ancestry.</strong> Aerisi has advantage on saving throws against<br />being charmed, and magic can't put her to sleep.</p><p><br /><strong>Howling Defeat.</strong> When Aerisi drops to 0 hit points, her body<br />disappears in a howling whirlwind that disperses quickly and<br />harmlessly. Anything she is wearing or carrying is left behind.</p><p><br /><strong>Legendary Resistance (2/Day).</strong> If Aerisi fails a saving throw, she<br />can choose to succeed instead.</p><p><br /><strong>Spellcasting.</strong> Aerisi is an 12th-level spellcaster. Her spellcasting<br />ability is Intelligence (spell save DC 14, +6 to hit with spell<br />attacks). Aerisi has the following wizard spells prepared (an<br />asterisked spell is from appendix B):</p><p style=\"padding-left: 30px;\"><br />Cantrips (at will): gust* mage hand, message, prestidigitation,<br />ray of frost, shocking grasp <br />1st level (4 slots): charm person, feather fall, mage<br />armor, thunderwave <br />2nd level (3 slots): dust devil* gust of wind, invisibility<br />3rd level (3 s\\ots): fly, gaseous form, lightning bolt<br />4th level (3 slots): ice storm, storm sphere*<br />5th level (2 slots): cloudkill, seeming (cast each day)<br />6th level (1 slot): chain lightning</p><p><br /><strong>ACTIONS</strong> <br /><strong>Windvane.</strong> Melee or Ranged Weapon Attack: +9 to hit, reach 5<br />ft. or range 20 ft./60 ft., one target. Hit: 9 (ld6 + 6) piercing<br />damage, or 10 (ld8 + 6) piercing damage if used with two<br />hands to make a melee attack, plus 3 (ld6) lightning damage.</p><p><strong>LAIR ACTIONS</strong> <br />On initiative count 20 (losing<br />initiative ties), Aerisi uses a lair action to <em>cast one of her</em><br /><em>spells, up to 3rd level</em>, without using components or a<br />spell slot. She can't cast the same spell two rounds in a<br />row, although she can continue to concentrate on a spell<br />she previously cast using a lair action. Aerisi can take<br />no other lair actions while concentrating on a spell cast<br />as a lair action. <br />If Aerisi casts <em>invisibility</em> using this lair action, she<br />also draws the power ofthe air node into herself. By<br />doing so, <em>she regains 15 (3d8 + 2) hit points. </em></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "66",
            "id": 11112,
            "initiative": "",
            "name": "AERISI KALINOTH ",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<p><strong>Armor Class</strong> 13 (leather)<br /><strong>Hit Points</strong> 9 (2d8)<br /><strong>Speed</strong> 30 ft.</p><p><strong>Guiding Wind</strong> (Recharges after a Short or Long Rest). As a<br />bonus action, the initiate gains advantage on the next ranged<br />attack roll it makes before the end of its next turn</p><p><strong>Hold Breath.</strong> The initiate can hold its breath for 30 minutes.</p><p><strong>Dagger.</strong> Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.<br />or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.</p>",
            "hit_dice": "9",
            "id": 11113,
            "initiative": "2",
            "name": "HOWLING HATRED INITIATE",
            "reference": "Usergen",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "Construct",
            "full_text": "<h2>Baba Lysaga's Creeping Hut</h2><p><em>gargantuan construct, unaligned</em></p><hr /><p>&nbsp;</p><p><strong><strong>Armor Class&nbsp;</strong></strong>16 (natrual armor)</p><p><strong>Hit Points</strong> 263 (17d20+85)</p><p><strong>Speed</strong> 30ft</p><hr /><p>&nbsp;</p><table style=\"height: 61px;\" width=\"463\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>26 (+8)</td><td>7 (-2)</td><td>20 (+5)</td><td>1 (-5)</td><td>3 (-4)</td><td>3 (-4)</td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con+9, Wis +0, Cha +0</p><p><strong>Damage Immunities&nbsp;</strong>poison, psychic&nbsp;</p><p><strong>Condition Immunities&nbsp;</strong>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrifried, prone</p><p><strong>Senses&nbsp;</strong>blindsight 120 ft. (blind beyond radius), Passive Perception 6&nbsp;</p><p>&nbsp;</p><p><b>Challenge rating:</b> 11</p><hr /><p><strong>Antimagic Susceptibility.</strong> The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field.<br />If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for l minute.</p><p><strong>Siege Monster.</strong> The hut deals double damage to objects and structures.</p><hr /><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Root.</i></b> Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Rock.</i></b> Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludegoning damage</div>",
            "hit_dice": "",
            "id": 11315,
            "initiative": "",
            "name": "Baba Lysaga's Creeping Hut",
            "reference": "CoS",
            "size": "Gargantuan",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Broom of Animated Attack</h2><hr /><p>&nbsp;</p><p><i>Small construct, unaligned</i><br /><b>Armor Class</b> 15 (natural armor)<br /><b>Hit Points</b> 17 (5d6)<br /><b>Speed</b> 0 ft., fly 50 ft. (hover)</p><hr /><table style=\"height: 49px;\" width=\"409\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>10 (+0)</td><td>17 (+3)</td><td>10 (+0)</td><td>1 (-5)</td><td>5 (-3)</td><td>1 (-5)</td></tr></tbody></table><hr /><p><b>Damage Immunities</b> poison, psychic<br /><b>Condition Immunities</b> blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone<br /><b>Senses</b> blindsight 30 ft. (blind beyond this radius), passive Perception 7<br /><b>Challenge rating:</b>&nbsp;1/4 (50xp)</p><hr /><div class=\"monster-detail\"><b><i>Constructed Nature</i></b> An animated object doesn't require air, food, drink, or sleep.<br />The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Antimagic Susceptibility.</i></b> The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>False Appearance.</i></b> While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.</div><div class=\"monster-sub-title\">&nbsp;</div><div class=\"monster-detail\"><hr /></div><div class=\"monster-detail\"><b>Actions</b></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The broom makes two melee attacks.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Broomstick.</i></b> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.</div><div class=\"monster-sub-title\"><hr /></div><div class=\"monster-sub-title\"><strong>Reactions</strong></div><div class=\"monster-detail\"><b><i>Animated Attack.</i></b> If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.</div>",
            "hit_dice": "",
            "id": 11316,
            "initiative": "",
            "name": "Broom of Animated Attack ",
            "reference": "CoS",
            "size": "Small",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Guardian Portrait</h2><p><i>Medium construct, unaligned</i></p><hr /><p>&nbsp;<b>Armor Class</b> 5 (natural armor)</p><p><b>Hit Points</b> 22 (5d8)</p><p><b>Speed</b> 0 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 61px;\" width=\"538\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>1 (-5)</td><td>1 (-5)</td><td>10 (+0)</td><td>14 (+2)</td><td>10 (+0)</td><td>10 (+0)</td></tr></tbody></table><hr /><p><b>Damage Immunities</b> poison<br /><b>Condition Immunities</b> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<br /><b>Senses</b> darkvision 60 ft., passive Perception 10<br /><b>Languages</b> Common, plus up to two other languages</p><p><b>Challenge rating:</b> 1 (200xp)</p><hr /><div class=\"monster-detail\"><b><i>Constructed Nature</i></b> An animated object doesn't require air, food, drink, or sleep.<br />The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Antimagic Susceptibility.</i></b> The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Innate Spellcasting</i></b> The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:<br />3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>False Appearance.</i></b> While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.</div>",
            "hit_dice": "",
            "id": 11317,
            "initiative": "",
            "name": "Guardian Portrait ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "",
            "family": "",
            "full_text": "<h2>Strahd's Animated Armor</h2><p><i>Medium construct, lawful evil</i></p><hr /><p><b>Armor Class</b> 21 (natural armor)<br /><b>Hit Points</b> 112 (15d8+45)<br /><b>Speed</b> 30 ft.</p><p>&nbsp;</p><hr /><p>&nbsp;</p><table style=\"height: 61px;\" width=\"517\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>17 (+3)</td><td>13 (+1)</td><td>16 (+3)</td><td>9 (-1)</td><td>10 (+0)</td><td>9 (-1)</td></tr></tbody></table><hr /><p><b>Skills</b> Perception +3<br /><b>Damage Resistances</b> cold, fire<br /><b>Damage Immunities</b> lightning, poison<br /><b>Condition Immunities</b> blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned<br /><b>Senses</b> blindsight 60 ft. (blind beyond this radius), passive Perception 13<br /><b>Languages</b> understands Common but can't speak<br /><b>Challenge</b> 6(2,300 XP)</p><hr /><div class=\"monster-detail\"><b><i>Constructed Nature</i></b> An animated object doesn't require air, food, drink, or sleep.<br />The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Antimagic Susceptibility.</i></b> The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>False Appearance.</i></b> While the armor remains motionless, it is indistinguishable from a normal suit of armor.</div><hr /><p><strong>Actions</strong></p><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The armor makes two melee attacks or uses Shocking Bolt twice.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Greatsword.</i></b> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Shocking Bolt.</i></b> Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.</div><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 11318,
            "initiative": "",
            "name": "Strahd's Animated Armor ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "",
            "full_text": "<h2>Baba Lysaga</h2><p><i>Medium humanoid (human, shapchanger), chaotic evil</i></p><hr /><p><b>Armor Class</b> 15 (natural armor)<br /><b>Hit Points</b> 120 (16d8+48)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 40px;\" width=\"536\"><tbody><tr><td>&nbsp;STR</td><td>DEX&nbsp;</td><td>CON&nbsp;</td><td>INT&nbsp;</td><td>WIS&nbsp;</td><td>CHA&nbsp;</td></tr><tr><td>&nbsp;18 (+4)</td><td>10 (+0)&nbsp;</td><td>16 (+3)&nbsp;</td><td>20 (+5)&nbsp;</td><td>&nbsp;17 (+3)</td><td>13 (+1)&nbsp;</td></tr></tbody></table><hr /><p><b>Saving Throws</b> Wis +7<br /><b>Skills</b> Arcana +13, Religion +13<br /><b>Senses</b> passive Perception 13<br /><b>Languages</b> Abyssal, Common, Draconic, Dwarvish, Giant<br /><b>Challenge</b> 11(7,200 XP)</p><hr /><div class=\"monster-detail\"><b><i>Shapechanger.</i></b> Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Blessing of Mother Night.</i></b> Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spellcasting</i></b> Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:<br />&bull; Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation<br />&bull;1st level (4 slots): detect magic, magic missile, sleep, witch bolt<br />&bull;2nd level (3 slots): crown of madness, enlarge/reduce, misty step<br />&bull;3rd level (3 slots): dispel magic, fireball, lightning bolt<br />&bull;4th level (3 slots): blight, Everard's black tentacles, polymorph<br />&bull;5th level (2 slots): cloudkill, geas, scrying<br />&bull;6th level (1 slot): programmed illusion, true seeing<br />&bull;7th level (1 slot): finger of death, mirage arcane<br />&bull;8th level (1 slot): power word stun</div><hr /><div class=\"monster-detail\"><strong>Action</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> Baba Lysaga makes three attacks with her quarterstaff</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Quarterstaff.</i></b> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludegoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Summon Swarms of Insects (Recharges after a Short or Long Rest).</i></b> Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action</div>",
            "hit_dice": "",
            "id": 11319,
            "initiative": "",
            "name": "Baba Lysaga ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Barovian Witch</h2><p><i>Medium humanoid (human), chaotic evil</i></p><hr /><p><b>Armor Class</b> 10<br /><b>Hit Points</b> 16 (3d8+3)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 40px;\" width=\"566\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>7 (-2)</td><td>11 (+0)</td><td>13 (+1)</td><td>14 (+2)</td><td>11 (+0)</td><td>12 (+1)</td></tr></tbody></table><hr /><p><b>Skills</b> Arcana +4, Perception +2<br /><b>Senses</b> darkvision 60 ft., passive Perception 12<br /><b>Languages</b> Common<br /><b>Challenge</b> 1/2(100 XP)</p><hr /><p><b><i>Spellcasting</i></b> The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:<br />&bull; Cantrips (at will): mage hand, prestidigitation, ray of frost<br />&bull;1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter<br />&bull;2nd level (2 slots): alter self, invisibility</p><hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Claws (Requires Alter Self).</i></b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Dagger.</i></b> Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.</div></div>",
            "hit_dice": "",
            "id": 11320,
            "initiative": "",
            "name": "Barovian Witch",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Tree Blight</h2><p><i>Huge plant, neutral evil</i></p><hr /><p><b>Armor Class</b> 15 (natural armor)<br /><b>Hit Points</b> 149 (13d12+65)<br /><b>Speed</b> 30 ft</p><hr /><table style=\"height: 54px;\" width=\"454\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CON</td></tr><tr><td>23 (+6)</td><td>10 (+0)</td><td>20 (+5)</td><td>6 (-2)</td><td>10 (+0)</td><td>3 (-4)</td></tr></tbody></table><br /><hr /><p><b>Condition Immunities</b> blinded, deafened<br /><b>Senses</b> blindsight 60 ft. (blind beyond this radius), passive Perception 10<br /><b>Languages</b> understands Common and Druidic but doesn't speak<br /><b>Challenge</b> 7(2,900 XP)</p><hr /><div class=\"monster-detail\"><b><i>False Appearance.</i></b> While the blight remains motionless, it is indistinguishable from a dead tree.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Siege Monster.</i></b> The blight deals double damage to objects and structures.</div><div class=\"monster-detail\"><hr /></div><div class=\"monster-detail\"><b>Action</b></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Bite.</i></b> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Branch.</i></b> Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Grasping Root.</i></b> Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludegoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple.</div><div class=\"monster-detail\"><hr /></div></div>",
            "hit_dice": "",
            "id": 11321,
            "initiative": "",
            "name": "Tree Blight ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Plant"
        },
        {
            "alignment": "Chaotic Good",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "",
            "full_text": "<h2>Ezmerelda d'Avenir</h2><p><i>Medium humanoid (human), chaotic good</i></p><hr /><p><b>Armor Class</b> 17 (studded leather armor +1)<br /><b>Hit Points</b> 82 (11d8+33)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 59px;\" width=\"514\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>14 (+2)</td><td>19 (+4)</td><td>16 (+3)</td><td>16 (+3)</td><td>11 (+0)</td><td>17 (+3)</td></tr></tbody></table><hr /><p><b>Saving Throws</b> Wis +3<br /><b>Skills</b> Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6<br /><b>Senses</b> passive Perception 16<br /><b>Languages</b> Common, Elvish<br /><b>Challenge</b> 8(3,900 XP)</p><hr /><div class=\"monster-detail\"><b><i>Special Equipment.</i></b> In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spellcasting</i></b> Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:<br />&bull; Cantrips (at will): fire bolt, light, mage hand, prestidigitation<br />&bull;1st level (4 slots): protection from good and evil, magic missile, shield<br />&bull;2nd level (3 slots): darkvision, knock, mirror image<br />&bull;3rd level (3 slots): clairvoyance, lightning bolt, magic circle<br />&bull;4th level (1 slot): greater invisibility</div><hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-sub-title\">&nbsp;</div><div class=\"monster-sub-title\"><b><i>Multiattack.</i></b> Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Rapier +1.</i></b> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Handaxe +1.</i></b> Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Silvered Shortsword.</i></b> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Curse (Recharges after a Long Rest).</i></b> Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Evil Eye (Recharges after a Short or Long Rest).</i></b> Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.</div>",
            "hit_dice": "",
            "id": 11322,
            "initiative": "",
            "name": "Ezmerelda d'Avenir ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<h2>Izek Strazni</h2><p><i>Medium humanoid (human), neutral evil</i></p><hr /><p><b>Armor Class</b> 14 (studded leather armor)<br /><b>Hit Points</b> 112 (15d8+45)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 50px;\" width=\"484\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>18 (+4)</td><td>15 (+2)</td><td>16 (+3)</td><td>10 (+0)</td><td>9 (-1)</td><td>15 (+2)</td></tr></tbody></table><hr /><p><b>Skills</b> Intimidation +8, Perception +2<br /><b>Senses</b> passive Perception 12<br /><b>Languages</b> Common<br /><b>Challenge</b> 5(1,800 XP)</p><hr /><p>&nbsp;<b><i>Brute.</i></b> A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).</p><hr /><p>&nbsp;</p><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> Izek makes two attacks with his battleaxe.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Battleaxe.</i></b> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Hurl Flame.</i></b> Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.</div>",
            "hit_dice": "",
            "id": 11323,
            "initiative": "",
            "name": "Izek Strazni",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "",
            "full_text": "<h2>Madam Eva</h2><p>&nbsp;<i>Medium humanoid (human), chaotic neutral</i></p><hr /><p><b>Armor Class</b> 10<br /><b>Hit Points</b> 88 (16d8+16)<br /><b>Speed</b> 20 ft.</p><hr /><table style=\"height: 84px;\" width=\"477\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>8 (-1)</td><td>11 (+0)</td><td>12 (+1)</td><td>17 (+3)</td><td>20 (+5)</td><td>18 (+4)</td></tr></tbody></table><hr /><p><b>Saving Throws</b> Con +5<br /><b>Skills</b> Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7<br /><b>Senses</b> passive Perception 19<br /><b>Languages</b> Abyssal, Common, Elvish, Infernal<br /><b>Challenge</b> 10(5,900 XP)</p><hr /><p><b><i>Spellcasting</i></b> Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:<br />&bull; Cantrips (at will): light, mending, sacred flame, thaumaturgy<br />&bull;1st level (4 slots): bane, command, detect evil and good, protection from evil and good<br />&bull;2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon<br />&bull;3rd level (3 slots): create food and water, speak with dead, spirit guardians<br />&bull;4th level (3 slots): divination, freedom of movement, guardians of faith<br />&bull;5th level (2 slots): greater restoration, raise dead<br />&bull;6th level (1 slot): find the path, harm, true seeing<br />&bull;7th level (1 slot): fire storm, regenerate<br />&bull;8th level (1 slot): earthquake</p><hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Dagger.</i></b> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Curse (Recharges after a Long Rest).</i></b> Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Evil Eye (Recharges after a Short or Long Rest).</i></b> Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.</div>",
            "hit_dice": "",
            "id": 11324,
            "initiative": "",
            "name": "Madam Eva ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Mongrelfolk</h2><p><i>Medium humanoid (mongrelfolk), any alignment</i></p><hr /><p><b>Armor Class</b> 11 (natural armor)<br /><b>Hit Points</b> 26 (4d8+8)<br /><b>Speed</b> 20 ft.</p><hr /><table style=\"height: 81px;\" width=\"484\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>12 (+1)</td><td>9 (+1)</td><td>15 (+2)</td><td>9 (-1)</td><td>10 (+0)</td><td>6 (-2)</td></tr></tbody></table><hr /><b>Skills</b> Deception +2, Perception +2, Stealth +3<br /><b>Senses</b> passive Perception 12<br /><b>Languages</b> Common<br /><b>Challenge</b> 1/4(50 XP)<hr /><div class=\"monster-detail\"><b><i>Extraordinary Feature</i></b> The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:<br /><br />1-3 &mdash; Amphibious: The mongrelfolk can breathe air and water.<br />4-9 &mdash; Darkvision: The mongrelfolk has darkvision out to a range of 60 feet.<br />10 &mdash; Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet.<br />11-15 &mdash; Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />16-17 &mdash; Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />18-19 &mdash; Standing Leap: The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.<br />20 &mdash; Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Mimicry.</i></b> The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.<hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Bite.</i></b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Claw.</i></b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Dagger.</i></b> Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.</div></div></div><p></span></p>",
            "hit_dice": "",
            "id": 11325,
            "initiative": "",
            "name": "Mongrelfolk ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Phantom Warrior</h2><p><i>Medium undead, any alignment</i></p><hr /><p><b>Armor Class</b> 16<br /><b>Hit Points</b> 45 (6d8+18)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 76px;\" width=\"416\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>16 (+3)</td><td>11 (+0)</td><td>16 (+3)</td><td>8 (-1)</td><td>10 (+0)</td><td>15 (+2)</td></tr></tbody></table><hr /><b>Skills</b> Perception +2, Stealth +4<br /><b>Damage Resistances</b> bludgeoning, piercing, and slashing from nonmagical attacks<br /><b>Damage Immunities</b> cold, necrotic, poison<br /><b>Condition Immunities</b> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<br /><b>Senses</b> darkvision 60 ft., passive Perception 12<br /><b>Languages</b> any languages it knew in life<br /><b>Challenge</b>&nbsp;3(700 XP)<hr /><div class=\"monster-detail\"><b><i>Ethereal Sight.</i></b> The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Incorporeal Movement.</i></b> The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spectral Armor and Shield.</i></b> The phantom warrior's AC accounts for its spectral armor and shield.<hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The phantom warrior makes two attacks with its spectral longsword.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spectral Longsword.</i></b> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Etherealness.</i></b> The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</div></div></div>",
            "hit_dice": "",
            "id": 11326,
            "initiative": "",
            "name": "Phantom Warrior ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Pidlwich II</h2><p><i>Small construct, neutral evil</i></p><hr /><p><b>Armor Class</b> 14 (natural armor)<br /><b>Hit Points</b> 10 (3d6)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 74px;\" width=\"436\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>10 (+0)</td><td>14 (+2)</td><td>11 (+0)</td><td>8 (-1)</td><td>13 (+1)</td><td>10 (+0)</td></tr></tbody></table><hr /><b>Skills</b> Performance +3<br /><b>Damage Immunities</b> poison<br /><b>Condition Immunities</b> paralyzed, petrified, poisoned<br /><b>Senses</b> passive Perception 11<br /><b>Languages</b> understands Common but doesn't speak and can't read or write<br /><b>Challenge</b> 1/4(50 XP)<hr /><b><i>Ambusher.</i></b> During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.<hr /></div><div><div id=\"results\"><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Club.</i></b> Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Dart.</i></b> Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.</div></div></div>",
            "hit_dice": "",
            "id": 11327,
            "initiative": "",
            "name": "Pidlwich II",
            "reference": "CoS",
            "size": "Small",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Rahadin</h2><p><i>Medium humanoid (elf), lawful evil</i></p><hr /><p><b>Armor Class</b> 18 (studded leather)<br /><b>Hit Points</b> 135 (18d8+54)<br /><b>Speed</b> 35 ft.</p><hr /><table style=\"height: 75px;\" width=\"394\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>14 (+2)</td><td>22 (+6)</td><td>17 (+3)</td><td>15 (+2)</td><td>16 (+3)</td><td>18 (+4)</td></tr></tbody></table><hr /><b>Saving Throws</b> Con +7, Wis +7<br /><b>Skills</b> Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14<br /><b>Senses</b> darkvision 60 ft., passive Perception 21<br /><b>Languages</b> Common, Elvish<br /><b>Challenge</b> 10(5,900 XP)<hr /><div class=\"monster-detail\"><b><i>Deathly Choir.</i></b> Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Fey Ancestry.</i></b> Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Innate Spellcasting</i></b> Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:<br />3/day: misty step, phantom steed<br />1/day: magic weapon, nondetection</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Mask of the Wild.</i></b> Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<hr /></div><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> Rahadin attacks three times with his scimitar, or twice with his poisoned darts.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Scimitar.</i></b> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Poisoned Dart.</i></b> Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage.</div></div>",
            "hit_dice": "",
            "id": 11328,
            "initiative": "",
            "name": "Rahadin",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Rictavio</h2><p><i>Medium humanoid (human), lawful good</i></p><hr /><p><b>Armor Class</b> 12 (leather armor)<br /><b>Hit Points</b> 77 (14d8+14)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 82px;\" width=\"478\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>9 (-1)</td><td>12 (+1)</td><td>13 (+1)</td><td>16 (+3)</td><td>18 (+4)</td><td>16 (+3)</td></tr></tbody></table><hr /><b>Saving Throws</b> Con +4, Wis +7<br /><b>Skills</b> Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4<br /><b>Senses</b> passive Perception 17<br /><b>Languages</b> Abyssal, Common, Elvish, Infernal<br /><b>Challenge</b> 5(1,800 XP)<hr /><div class=\"monster-detail\"><b><i>Special Equipment.</i></b> In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spellcasting</i></b> Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:<br />&bull; Cantrips (at will): guidance, light, mending, thaumaturgy<br />&bull;1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary<br />&bull;2nd level (3 slots): augury, lesser restoration, protection from poison<br />&bull;3rd level (3 slots): magic circle, remove curse, speak with dead<br />&bull;4th level (3 slots): death ward, freedom of movement<br />&bull;5th level (1 slot): dispel evil and good</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Undead Slayer.</i></b> When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.<hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> Rictavio makes two attacks with his sword cane.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Sword Cane.</i></b> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).</div></div></div>",
            "hit_dice": "",
            "id": 11329,
            "initiative": "",
            "name": "Rictavio ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "15",
            "challenge_rating": "15",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Strahd von Zarovich</h2><p><i>Medium undead (shapchanger), lawful evil</i></p><hr /><p><b>Armor Class</b> 16 (natural armor)<br /><b>Hit Points</b> 144 (17d8+68)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 90px;\" width=\"464\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>18 (+4)</td><td>18 (+4)</td><td>18 (+4)</td><td>20 (+5)</td><td>15 (+2)</td><td>18 (+4)</td></tr></tbody></table><hr /><b>Saving Throws</b> Dex +9, Wis +7, Cha +9<br /><b>Skills</b> Arcana +15, Perception +12, Religion +10, Stealth +14<br /><b>Damage Resistances</b> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br /><b>Senses</b> darkvision 120 ft., passive Perception 22<br /><b>Languages</b> Abyssal, Common, Draconic, Elvish, Giant, Infernal<br /><b>Challenge</b> 15(13,000 XP)<hr /><div class=\"monster-detail\"><b><i>Shapechanger</i></b> If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.<br />While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.<br />While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Legendary Resistance (3/Day).</i></b> If Strahd fails a saving throw, he can choose to succeed instead.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Misty Escape</i></b> When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.<br />While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Regeneration.</i></b> Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spellcasting</i></b> Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:<br />&bull; Cantrips (at will): mage hand, prestidigitation, ray of frost<br />&bull;1st level (4 slots): comprehend languages, fog cloud, sleep<br />&bull;2nd level (3 slots): detect thoughts, gust of wind, mirror image<br />&bull;3rd level (3 slots): animate dead, fireball, nondetection<br />&bull;4th level (3 slots): blight, greater invisibility, polymorph<br />&bull;5th level (1 slot): animate objects, scrying</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Spider Climb.</i></b> Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Vampire Weaknesses</i></b> Strahd has the following flaws. <br />Forbiddance: He can't enter a residence without an invitation from one of the occupants.<br />Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.<br />Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.<br />Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.<hr /></div><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack (Vampire Form Only).</i></b> Strahd makes two attacks, only one of which can be a bite attack.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Unarmed Strike (Vampire Form Only).</i></b> Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Bite (Bat or Vampire Form Only).</i></b> Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Charm</i></b> Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.<br />Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Children of the Night (1/day).</i></b> Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.<hr /></div><div class=\"monster-sub-title\"><strong>Legendary Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>.</i></b> Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Move.</i></b> Strahd moves up to his speed without provoking opportunity attacks.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Unarmed Strike.</i></b> Strahd makes one unarmed strike.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Bite (Costs 2 Actions).</i></b> Strahd makes one bite attack.</div></div><p></span></p>",
            "hit_dice": "",
            "id": 11330,
            "initiative": "",
            "name": "Strahd von Zarovich",
            "reference": "CoS",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Strahd Zombie</h2><p><i>Medium undead,unaligned</i></p><hr /><p><b>Armor Class</b> 8<br /><b>Hit Points</b> 30 (4d8+12)<br /><b>Speed</b> 20 ft.</p><hr /><table style=\"height: 79px;\" width=\"427\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>13 (+1)</td><td>6 (-2)</td><td>16 (+3)</td><td>3 (-4)</td><td>6 (-2)</td><td>5 (-3)</td></tr></tbody></table><hr /><b>Saving Throws</b> Wis +0<br /><b>Damage Immunities</b> poison<br /><b>Condition Immunities</b> poisoned<br /><b>Senses</b> darkvision 60 ft., passive Perception 8<br /><b>Languages</b> understands the languages it knew in life but can't speak<br /><b>Challenge</b> 1(200 XP)<hr /><b><i>Loathsome Limbs</i></b> Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: <br />1-8: One leg is severed from the zombie if it has any legs left.<br />9-16: One arm is severed from the zombie if it has any arms left.<br />17-20: The zombie is decapitated.<br />If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.<br />A severed leg is unable to attack and has a speed of 5 feet.<br />A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.<br />If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.<br />The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.<hr /><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> The zombie makes three attacks: one with its bite and two with its claws.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Bite.</i></b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Claw.</i></b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.</div></div>",
            "hit_dice": "",
            "id": 11331,
            "initiative": "",
            "name": "Strahd Zombie",
            "reference": "CoS",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Wereraven</h2><p>&nbsp;</p><p><i>Medium humanoid (human, shapshifter), lawful good</i></p><hr /><p><i><b>Armor Class</b> 12<br /><b>Hit Points</b> 31 (7d8)<br /><b>Speed</b> 30 ft., fly 50 ft. in raven and hybrid forms</i></p><hr /><table style=\"height: 77px;\" width=\"452\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>10 (+0)</td><td>15 (+2)</td><td>11 (+0)</td><td>13 (+1)</td><td>15 (+2)</td><td>14 (+2)</td></tr></tbody></table><hr /><b>Skills</b> Insight +4, Perception +6<br /><b>Damage Immunities</b> bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<br /><b>Senses</b> passive Perception 16<br /><b>Languages</b> Common (can't speak in raven form)<br /><b>Challenge</b> 2(450 XP)<hr /><div class=\"monster-detail\"><b><i>Shapechanger.</i></b> The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Mimicry.</i></b> The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.<hr /></div><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack (Human or Hybrid Form Only).</i></b> The wereraven makes two weapon attacks, one of which can be with its hand crossbow.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Beak (Raven or Hybrid Form Only).</i></b> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Shortsword (Humanoid or Hybrid Form Only).</i></b> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Hand Crossbow (Humanoid or Hybrid Form Only).</i></b> Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.</div></div>",
            "hit_dice": "",
            "id": 11332,
            "initiative": "",
            "name": "Wereraven ",
            "reference": "CoS",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Vladimir Horngaard</h2><p><i>Medium undead, lawful evil</i></p><hr /><p><b>Armor Class</b> 17 (half plate)<br /><b>Hit Points</b> 192 (16d8+64)<br /><b>Speed</b> 30 ft.</p><hr /><table style=\"height: 78px;\" width=\"494\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>18 (+4)</td><td>14 (+2)</td><td>18 (+4)</td><td>13 (+1)</td><td>16 (+3)</td><td>18 (+4)</td></tr></tbody></table><hr /><b>Saving Throws</b> Str +7, Con +7, Wis +6, Cha +7<br /><b>Damage Resistances</b> necrotic, psychic<br /><b>Damage Immunities</b> poison<br /><b>Condition Immunities</b> charmed, exhaustion, frightened, paralyzed, poisoned, stunned<br /><b>Senses</b> darkvision 60 ft., passive Perception 13<br /><b>Languages</b> Common, Draconic<br /><b>Challenge</b> 7(2,900 XP)<hr /><div class=\"monster-detail\"><b><i>Regeneration.</i></b> Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Rejuvenation.</i></b> When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Turn Immunity.</i></b> Vladimir is immune to effects that turn undead.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Vengeful Tracker.</i></b> Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.<hr /></div><div class=\"monster-sub-title\"><strong>Actions</strong></div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Multiattack.</i></b> Vladimir makes two fist attacks or two attacks with his +2 Greatsword.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Fist.</i></b> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Greatsword +2.</i></b> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon.</div><div class=\"monster-detail\">&nbsp;</div><div class=\"monster-detail\"><b><i>Vengeful Glare.</i></b> Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.</div></div>",
            "hit_dice": "",
            "id": 11333,
            "initiative": "",
            "name": "Vladimir Horngaard",
            "reference": "CoS",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12050,
            "initiative": "",
            "name": "Panther",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12051,
            "initiative": "",
            "name": "Poisonous Snake",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12052,
            "initiative": "",
            "name": "Rat",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12053,
            "initiative": "",
            "name": "Raven",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12054,
            "initiative": "",
            "name": "Reef Shark",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "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>",
            "hit_dice": "",
            "id": 12055,
            "initiative": "",
            "name": "Riding Horse",
            "reference": "PhB",
            "size": "Medium",
            "type": "Animal"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Allip</h2><p><em>Medium undead, netural evil</em></p><hr /><p><strong>Armor Class&nbsp;</strong>13</p><p><strong>Hit Points&nbsp;</strong>40 (9d8)</p><p><strong>Speed&nbsp;</strong>0ft, fly 40ft (hover)</p><hr /><table style=\"height: 85px;\" width=\"403\"><tbody><tr><td>&nbsp; STR</td><td>&nbsp; &nbsp;DEX</td><td>&nbsp; CON</td><td>&nbsp; &nbsp;INT</td><td>&nbsp; &nbsp;WIS</td><td>&nbsp; &nbsp;CHA</td></tr><tr><td>6 (-2)</td><td>17 (+3)</td><td>10 (+0)</td><td>17 (+3)</td><td>15 (+2)</td><td>16 (+3)</td></tr></tbody></table><hr /><p><strong>Saving Throws</strong> Int +6, Wis +5<br /><strong>Skills Perception</strong> +5, Stealth +6<br /><strong>Damage Resistances</strong> acid, fire , lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br /><strong>Damage Immunities</strong> cold , necrotic, poison<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified , poisoned, prone, restrained<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 15<br /><strong>Languages</strong> the languages it knew in life<br /><strong>Challenge</strong> 5 (1,800 XP)</p><hr /><p>Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><h2>Actions</h2><hr /><p><em><strong>Maddening Touch</strong></em>. Melee Spell Attack: +6 to hit, reach 5 ft. , one target. Hit: 17 (4d6 + 3) psychic damage.</p><p><em><strong>Whispers of Madness</strong></em>. The allip chooses u p to three creatures it can see within 60 feet of it . Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psych ic dam age and must use its reaction to make a melee weapon attack against one creat ure of the allip's choice that the allip can see. Constructs and undead are immune to this effect.</p><p><em><strong>Howling Babble (Recharge 6).</strong> </em>Each creatu re within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constr ucts and undead are immune to this effect.</p></div>",
            "hit_dice": "",
            "id": 12751,
            "initiative": "+2",
            "name": "Allip",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "21",
            "challenge_rating": "21",
            "environment": "",
            "family": "",
            "full_text": "<h2>Astral Dreadnought</h2><p><em>Gargantuan monstrosity (titan), unaligned</em></p><hr /><p><strong>Armor Class</strong> 20 (natural armor)<br /><strong>Hit Points</strong> 297 (17d20 + 119)<br /><strong>Speed</strong> 15 ft., fly 80 ft. (hover)</p><hr /><p>&nbsp;</p><table style=\"height: 96px;\" width=\"333\"><tbody><tr><td>&nbsp; STR</td><td>&nbsp; DEX</td><td>&nbsp; &nbsp;CON</td><td>&nbsp; &nbsp;INT</td><td>&nbsp; WIS</td><td>&nbsp; &nbsp;CHA</td></tr><tr><td><address>28 (+9)</address></td><td>7 (-2)</td><td>25 (+7)</td><td>5 (-3)</td><td>14 (+2)</td><td>18 (+4)</td></tr></tbody></table><hr /><p><br /><strong>Saving Throws</strong> Dex +5, Wis +9<br /><strong>Skills Perception</strong> +9<br /><br /><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from<br />nonmagical attacks<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened,<br />paralyzed, petrified, poisoned, prone, stunned<br /><strong>Senses</strong> darkvision 120 ft., passive Perception 19<br /><strong>languages</strong> -<br /><strong>Challenge</strong> 21 (33,000 XP)&nbsp;</p><hr /><p>&nbsp;</p><p><em><strong>Antimagic Cone.</strong></em> The astral dreadnought's opened eye creates an area of anti magic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought<br />decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.</p><p><em><strong>Astral Entity.</strong></em> The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.</p><p><em><strong>Demiplanar Donjon</strong></em>. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane&nbsp;dreadonly by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.</p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If the astral dreadnought fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Weapons.</strong></em> An astral dreadnought's weapon attacks are magical.</p><p><em><strong>Sever Silver Cord</strong></em>. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.</p><p>&nbsp;</p><h3>Actions</h3><hr /><p><em><strong>Multiattack.</strong></em> The astral dreadnought makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite</strong></em>. <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target.<br />Hit: 36 (5dl 0 + 9) piercing damage. If the target is a creature of<br />Huge size or smaller and this damage reduces it to 0 hit points<br />or it is incapacitated, the astral dreadnought swallows it. The<br />swallowed target, along with everything it is wearing and carrying,<br />appears in an unoccupied space on the floor of the astral<br />dreadnought's Demiplanar Donjon.</p><p><em><strong>Claw</strong></em>. <em>Melee Weapon Attack</em>:+ 16 to hit, reach 20 ft., one target.<br />Hit: 19 (3d6 + 9) slashing damage.</p><p>&nbsp;</p><p>&nbsp;</p><h3>Legendary Actions</h3><hr /><h3>&nbsp;</h3><p>The astral dreadnought can take 3 legendary actions, choosing<br />from the options below. Only one legendary option can be<br />used at a time and only at the end of another creature's turn.<br />The dreadnought regains spent legendary actions at the start<br />of its turn.</p><p><strong>Claw</strong>. The astral dreadnought makes one claw attack.<br /><strong>Donjon Visit (Costs 2 Actions)</strong>. One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demi planar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br /><strong>Psychic Projection (Costs 3 Actions)</strong>. Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12752,
            "initiative": "",
            "name": "Astral Dreadnought",
            "reference": "MToF",
            "size": "Gargantuan",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Balhannoth</h2><p><em>Large aberration, chaotic evil</em></p><hr /><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 114 (12dl0 + 48)</p><p><strong>Speed</strong> 25 ft., climb 25 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 68px;\" width=\"401\"><tbody><tr><td><strong>&nbsp; &nbsp; STR</strong></td><td><strong>&nbsp; DEX</strong></td><td><strong>&nbsp; &nbsp;CON</strong></td><td><strong>&nbsp; INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp; CHA</strong></td></tr><tr><td>17 (+3)</td><td>8 (-1)</td><td>15 (+4)</td><td>6 (-2)</td><td>13 (+2)</td><td>8 (-1)</td></tr></tbody></table><hr /><p><br /><strong>Saving Throws</strong> Con +8<br /><strong>Skills Perception</strong> +6<br /><strong>Condition Immunities</strong> blinded<br /><strong>Senses</strong> blindsight 500 ft. (blind beyond this radius), passive Perception 16<br /><strong>Languages</strong> understands Deep Speech, telepathy l mile<br /><strong>Challenge</strong> 11 (7,200 XP)</p><hr /><p><em><strong>Legendary Resistance (2/Day).</strong></em> If the balhannoth fai ls a saving throw, it can choose to succeed instead.</p><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack</strong></em>. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.</p><p><strong>Bite</strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.</p><p><em><strong>Tentacle.</strong></em> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.</p><h3>LEGENDARY ACTIONS</h3><hr /><p>The balhannoth can take 3 legendary actions, choosing from<br />the options below. Only one legendary action can be used at a<br />time and only at the end of another creature's turn. The balhannoth<br />regains spent legendary actions at the start of its turn.</p><p><strong><em>Bite Attack</em></strong>. The balhannoth makes one bite attack against one creature it has grappled.<br /><em><strong>Teleport.</strong> </em>The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.<br /><em><strong>Vanish</strong></em>. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:</p><p>&bull; The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon<br />close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.</p><p>&bull; The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.</p><p>&bull; The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.</p><h4>REGIONAL EFFECTS</h4><p>A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:</p><p>&bull; Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they<br />desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.</p><p>&bull; The balhannoth can sense the s trongest desires of any humanoid within 1 mile of it and learns whether<br />those desires involve a place: a safe location to rest, a temple, home, or somewhere else.</p><p>If the balhannoth dies, these effects end immediately.</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 12753,
            "initiative": "",
            "name": "Balhannoth",
            "reference": "MToF",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Berbalang</h2><p><em>Medium aberration, neutral evil</em></p><hr /><p><strong>Armor Class</strong> 14 (natural armor)<br /><strong>Hit Points</strong> 38 (11d8 - 11)<br /><strong>Speed</strong> 30 ft ., fly 40 ft.</p><hr /><p><br /><strong>Saving Throws</strong> Dex +5, Int +5<br /><strong>Skills </strong>Arcana +5, History +5, Insight +2, Perception +2,<br /><strong>Religion</strong> +5<br /><strong>Senses</strong> truesight 120 ft., passive Perception 12<br /><strong>Languages</strong> all, but rarely speaks<br /><strong>Challenge</strong> 2 (450 XP)</p><hr /><p>&nbsp;</p><table style=\"height: 74px;\" width=\"394\"><tbody><tr><td><strong>&nbsp; STR</strong></td><td><strong>&nbsp; &nbsp;DEX</strong></td><td><strong>&nbsp; CON</strong></td><td><strong>&nbsp; &nbsp;INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp; &nbsp;CHA</strong></td></tr><tr><td>9 (-1)</td><td>16 (+3)</td><td>9 (-1)</td><td>17 (+3)</td><td>11 (+0)</td><td>10 (+0)</td></tr></tbody></table><hr /><p><em><strong>Spectral Duplicate (Recharges after a Short or Long Rest).</strong></em> As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it.<br />While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as<br />the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.</p><p><em><strong>Innate Spellcasting.</strong></em> The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:</p><p>At will: <em>speak with dead</em><br />1/day:<em> plane shift</em> (self only)</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack</strong></em>. The berbalang makes two attacks: one with its bite and one with its claws.</p><p><em><strong>Bite</strong></em>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., o ne target. Hit: 8 (2d4 + 3) slashing damage.</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 12754,
            "initiative": "",
            "name": "Berbalang",
            "reference": "MToF",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "",
            "full_text": "<h2>Boneclaw</h2><p><em>Large undead, chaotic evil</em></p><hr /><p><strong>Armor Class</strong> 16 (natural armor)<br /><strong>Hit Points</strong> 127 (17d10 + 34)<br /><strong>Speed</strong> 40 ft.</p><hr /><table style=\"height: 89px;\" width=\"380\"><tbody><tr><td><strong>&nbsp; &nbsp;STR</strong></td><td><strong>&nbsp; &nbsp;DEX</strong></td><td><strong>&nbsp; &nbsp;CON</strong></td><td><strong>&nbsp; &nbsp; INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp; CHA</strong></td></tr><tr><td>19 (+4)</td><td>16 (+3)</td><td>15 (+2)</td><td>13 (+1)</td><td>15 (+2</td><td>9 (-1)</td></tr></tbody></table><hr /><p><strong>Saving Throws</strong> Dex +7, Con +6 , Wis +6&nbsp;<br /><strong>Skills</strong> Perception +6, Stealth +7<br /><strong>Damage Resistances</strong> cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened , paralyzed, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 16<br /><strong>Languages</strong> Common plus the main language of its master<br /><strong>Challenge</strong> 12 (8,400 XP)</p><hr /><p><em><strong>Rejuvenation.</strong></em> While it s master lives, a destroyed boneclaw gains a new body in&nbsp;1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.</p><p><em><strong>Shadow Stealth.</strong></em> While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.</p><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><br /><em><strong>Multiattack.</strong></em> The boneclaw makes two claw attacks.</p><p><em><strong>Piercing Claw.</strong></em> Melee Weapon Attack: + 8 to hit, reach 15 ft., one target. Hit : 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward<br />itself, and the target is grappled (escape DC 14) . The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.<br /><em><strong>Shadow jump.</strong></em> If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12<br />+ 2) necrotic damage.<br />The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.</p><h3>&nbsp;</h3><h3>REACTIONS</h3><hr /><p><br /><em><strong>Deadly Reach.</strong></em> In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.</p>",
            "hit_dice": "",
            "id": 12755,
            "initiative": "",
            "name": "Boneclaw",
            "reference": "MToF",
            "size": "Large",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "",
            "family": "",
            "full_text": "<h2>Cadaver Collector</h2><p><em>Large construct, lawful evil</em></p><hr /><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 189 (18d10 + 90)</p><p><strong>Speed</strong> 30 ft.</p><hr /><table style=\"height: 88px;\" width=\"353\"><tbody><tr><td><strong>&nbsp; &nbsp;STR</strong></td><td><strong>&nbsp; &nbsp;DEX</strong></td><td><strong>&nbsp; &nbsp;CON</strong></td><td><strong>&nbsp; INT</strong></td><td><strong>&nbsp; WIS</strong></td><td><strong>&nbsp;CHA</strong></td></tr><tr><td>21 (+5)</td><td>14 (+2)</td><td>20 (+5)</td><td>5 (-3)</td><td>11 (+0)</td><td>8 (-1)</td></tr></tbody></table><hr /><p><strong>Damage Immunities</strong> necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed , petrified , poisoned<br /><strong>Senses</strong> darkvision 60 ft. , passive Perception 10<br /><strong>Languages</strong> understands all languages but can' t speak<br /><strong>Challenge</strong> 14 (11,500 XP)</p><hr /><p><em><strong>Magic Resistance</strong></em>. The cadaver collector has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Summon Specters (Recharges after a Short or Long Rest).</strong></em> As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.</p><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em> The cadaver collector makes two slam attacks.</p><p><em><strong>Slam.</strong></em> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3dl0) necrotic damage.</p><p><em><strong>Paralyzing Breath (Recharge 5 - 6)</strong></em> . The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.</p>",
            "hit_dice": "",
            "id": 12756,
            "initiative": "",
            "name": "Cadaver Collector",
            "reference": "MToF",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Choker</h2><p><em>Small aberration, chaotic evil</em></p><hr /><p><strong>Armor Class</strong> 16 (natural armor)<br /><strong>Hit Points</strong> 13 (3d6 + 3)<br /><strong>Speed</strong> 30 f t.</p><hr /><table style=\"height: 92px;\" width=\"372\"><tbody><tr><td><strong>&nbsp; &nbsp;STR</strong></td><td><strong>&nbsp; &nbsp;DEX</strong></td><td><strong>&nbsp; &nbsp;CON</strong></td><td><strong>&nbsp; INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp; CHA</strong></td></tr><tr><td>16 (+3)</td><td>14 (+2)</td><td>13 (+1)</td><td>4 (-3)</td><td>12 (+1)</td><td>7 (-2)</td></tr></tbody></table><hr /><p><strong>Skills</strong> Stealth +6 <br /><strong>Senses</strong> darkvision 60 ft. passive Perception 11<br /><strong>Languages</strong> Deep Speech<br /><strong>Challenge</strong> 1 (100 XP)&nbsp;</p><hr /><p><em><strong>Aberrant Quickness (Recharges after a Short or Long Rest).</strong></em> The choker can take an extra action on its turn.</p><p><em><strong>Boneless.</strong></em> The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.</p><p><em><strong>Spider Climb.</strong></em> The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><h3>&nbsp;</h3><h3>ACTIONS&nbsp;</h3><hr /><p><em><strong>Multiattack</strong></em>. The choker makes two tentacle attacks.</p><p><em><strong>Tentacle.</strong></em> Melee Weapon Attack: +5 to hit, reach 10 ft ., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappied (escape DC 15) . Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit , the target also can't breathe or speak until the grapple ends.</p>",
            "hit_dice": "",
            "id": 12757,
            "initiative": "",
            "name": "Choker",
            "reference": "MToF",
            "size": "Small",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Bronze Scout</h2><p><em>Medium construct, unaligned</em></p><hr /><p><strong>Armor Class</strong> 13<br /><strong>Hit Points</strong> 18 (4d8)<br /><strong>Speed</strong> 30 ft., burrow 30 ft.</p><hr /><table style=\"height: 82px;\" width=\"337\"><tbody><tr><td><strong>&nbsp; STR</strong></td><td><strong>&nbsp; DEX</strong></td><td><strong>&nbsp; CON</strong></td><td><strong>&nbsp; INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp;CHA</strong></td></tr><tr><td>10 (+0)</td><td>16 (+3)</td><td>11 (+0)</td><td>3 (-4)</td><td>14 (+2)</td><td>1 (-5)</td></tr></tbody></table><br /><hr /><p><strong>Skills</strong> Perception +6, Stealth +7<br /><strong>Damage Immunities</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 16<br /><strong>Languages</strong> understands one language of its creator but can't speak<br /><strong>Challenge</strong> 1 (200 XP)</p><hr /><em><strong>Earth Armor.</strong> </em>The bronze scout doesn't provoke opportunity attacks when it burrows.</div><div>&nbsp;</div><div><em><strong>Magic Resistance.</strong> </em>The bronze scout has advantage on saving throws against spells and other magical effects.</div><div><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><em><strong>Bite</strong></em>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.</p><p><em><strong>Lightning Flare</strong> <strong>(Recharges after a Short or Long Rest).</strong></em> Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.</p></div>",
            "hit_dice": "",
            "id": 12758,
            "initiative": "",
            "name": "Bronze Scout",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "",
            "full_text": "<h2>Iron Cobra</h2><p><em>Medium construct, unaligned</em></p><hr /><p><strong>Armor Class</strong> 13<br /><strong>Hit Points</strong> 45 (7d8 + 14)<br /><strong>Speed</strong> 30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 131px;\" width=\"378\"><tbody><tr><td><strong>&nbsp; &nbsp;STR</strong></td><td><strong>&nbsp; &nbsp;DEX</strong></td><td><strong>&nbsp; CON</strong></td><td><strong>&nbsp; INT</strong></td><td><strong>&nbsp; &nbsp;WIS</strong></td><td><strong>&nbsp; CHA</strong></td></tr><tr><td>12 (+1)</td><td>16 (+3)</td><td>14 (+2)</td><td>3 (-4)</td><td>10 (+0)</td><td>1 (-5)</td></tr></tbody></table><hr /><p>&nbsp;</p><p><strong>Skills</strong> Stealth +7<br /><strong>Damage Immunities</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br /><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 10<br /><strong>Languages</strong> understands one language of its creator but can't speak<br /><strong>Challenge</strong> 4 (1,100 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Magic Resistance.</strong></em> The iron cobra has advantage on saving throws against spells and other magical effects</p><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><em><strong>Bite.</strong> </em>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:</p><p><strong>1. Poison Damage:</strong> The target takes 13 (3d8) poison damage.<br /><strong>2. Confusion:</strong> On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.<br /><strong>3. Paralysis:</strong> The target is paralyzed until the end of its next turn.</p>",
            "hit_dice": "",
            "id": 12778,
            "initiative": "",
            "name": "Iron Cobra",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<h2>Oaken Bolter</h2><p><em>Medium construct, unaligned</em></p><hr /><p><strong>Armor Class</strong> 16 (natural armor)<br /><strong>Hit Points</strong> 58 (9d8 + 18)<br /><strong>Speed</strong> 30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>12 (+1)</td><td>18 (+4)</td><td>15 (+2)</td><td>3 (-4)</td><td>10 (+0)</td><td>1 (-5)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><em><strong>Damage Immunities</strong></em> poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br /><em><strong>Condition Immunities</strong></em> charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /><em><strong>Senses</strong></em> darkvision 60 ft., passive Perception 10<br /><em><strong>Languages</strong> </em>understands one language of its creator but can't speak<br /><em><strong>Challenge</strong></em> 5 (1,800 XP)</p><p>&nbsp;</p><hr /><p>&nbsp;<em><strong>Magic Resistance.</strong></em> The oaken bolter has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em> The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.</p><p><em><strong>Lancing Bolt.</strong></em> Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft ., one target. Hit: 15 (2d10 + 4) piercing damage.</p><p><em><strong>Harpoon.</strong></em> Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (ldlO + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.</p><p><em><strong>Explosive Bolt (Recharge 5-6).</strong></em> The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12779,
            "initiative": "",
            "name": "Oaken Bolter",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Stone Defender</h2><p><em>Medium construct, unaligned</em></p><hr /><p><strong>Armor Class</strong>&nbsp;16 (natural armor)<br /><strong>Hit Points</strong>&nbsp;52 (7d8 + 21)<br /><strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>19 (+4)</td><td>10 (+0)</td><td>17 (+3)</td><td>3 (-4)</td><td>10 (+0)</td><td>1 (-5)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><em><strong>Damage Immunities</strong></em>&nbsp;poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br /><em><strong>Condition Immunities</strong></em>&nbsp;charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /><em><strong>Senses</strong></em>&nbsp;darkvision 60 ft., passive Perception 10<br /><em><strong>Languages</strong>&nbsp;</em>understands one language of its creator but can't speak<br /><em><strong>Challenge</strong></em>&nbsp;5 (1,800 XP)</p><p>&nbsp;</p><hr /><p><em><strong>False Appearance.</strong></em> While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.&nbsp;</p><p><em><strong>Magic Resistance.</strong></em>&nbsp;The oaken bolter has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><h3>ACTIONS</h3><hr /><p><strong><em>Slam.</em> </strong>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and ifthe target is Large or smaller, it is knocked prone.</p><p>&nbsp;</p><h3>REACTIONS</h3><hr /><p><em><strong>Intercept Attack.</strong></em> In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 12780,
            "initiative": "",
            "name": "Stone Defender",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "",
            "full_text": "<h2>Corpse Flower</h2><p><em>Large plant, chaotic evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;12<br /><strong>Hit Points</strong>&nbsp;127 (15d10 +45)<br /><strong>Speed</strong>&nbsp;20 ft., climb 20 ft</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><tbody><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>14 (+2)</td><td>14 (+2)</td><td>16 (+3)</td><td>7 (-2)</td><td>15 (+2)</td><td>3 (-4)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Condition Immunities</strong>&nbsp;blinded, deafened<br /><strong>Senses</strong>&nbsp;blindsight 120 ft. (blind beyond this radius), passive Perception 12<br /><strong>Languages</strong><em>&nbsp;-</em><br /><strong>Challenge</strong>&nbsp;8 (3,900 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Corpses.</strong> </em>When first encounte red, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids . These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies , the corpses within it can be pulled free.<br />While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the<br />following:<br />&bull; The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.&nbsp;</p><p>&bull; The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn 't under its control, and the flower's stench clings to it (see the Stench of Death trait).</p><p><em><strong>Spider Climb.</strong></em> The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><em><strong>Stench of Death.</strong></em> Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save , the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on t his saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em> The corpse flower makes three tentacle attacks.</p><p><em><strong>Tentacle.</strong></em> Melee Weapon Attack: + 5 to hit, reach 10 ft. , one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage .</p><p><em><strong>Harvest the Dead</strong></em>. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12781,
            "initiative": "",
            "name": "Corpse Flower",
            "reference": "MToF",
            "size": "Large",
            "type": "Plant"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "",
            "full_text": "<h2>Deathlock</h2><p><em>Medium undead, neutral evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;12 (15 with <em>mage armor</em>)<br /><strong>Hit Points</strong>&nbsp;36 (8d8)<br /><strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>11 (+0)</td><td>15 (+2)</td><td>10 (+0)</td><td>14 (+2)</td><td>12 (+1)</td><td>16 (+3)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Saving Throws</strong> Int +4, Cha +5<br /><strong>Skills</strong> Arcana +4, History +4<br /><strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /><strong>Damage Immunities</strong> poison<br /><strong>Condition Immunities</strong> exhaustion, poisoned<br /><strong>Senses</strong> darkvision 60 ft., passive Perception 11<br /><strong>Languages</strong> the languages it knew in life<br /><strong>Challenge</strong> 4 (1,100 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Innate Spellcasting.</strong></em> The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>detect magic, disguise self, mage armor</em></p><p><em><strong>Spellcasting.</strong></em> The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</p><p>Cantrips (at will): <em>chill touch, eldritch blast, mage hand</em><br />1st- 3rd level (2 3rd-level slots): <em>arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb</em></p><p><em><strong>Turn Resistance</strong></em>. The deathlock has advantage on saving throws against any effect that turns undead .</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Deathly Claw</strong></em>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage .</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12782,
            "initiative": "",
            "name": "Deathlock",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "",
            "full_text": "<div><h2>Deathlock Mastermind</h2><p><em>Medium undead, neutral evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;13 (16 with&nbsp;<em>mage armor</em>)<br /><strong>Hit Points</strong>&nbsp;110 (20d8 + 20)<br /><strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>11 (+0)</td><td>16 (+3)</td><td>12 (+1)</td><td>15 (+2)</td><td>12 (+1)</td><td>17 (+3)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Saving Throws</strong>&nbsp;Int +5, Cha +6<br /><strong>Skills</strong>&nbsp;Arcana +5, History +5, Perception +4<br /><strong>Damage Resistances</strong>&nbsp;necrotic; bludgeoning, piercing, and&nbsp;slashing from nonmagical attacks that aren't silvered<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;exhaustion, poisoned<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;120 ft. (including magical darkness), passive Perception 14<br /><strong>Languages</strong>&nbsp;the languages it knew in life<br /><strong>Challenge</strong>&nbsp;8 (3,900 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Innate Spellcasting.</strong></em>&nbsp;The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</p><p>At will:&nbsp;<em>detect magic, disguise self, mage armor</em></p><p><em><strong>Spellcasting.</strong></em>&nbsp;The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</p><p>Cantrips (at will): <em>chill touch, mage hand, minor illusion, poison spray</em><br />1st- 5th level (25th-level slots): <em>arms of Hadar, blight, counterspell, crown of madness, darkness , dimension door, dispel magic, fly, hold monster, invisibility</em></p><p><em><strong>Turn Resistance</strong></em>. The deathlock has advantage on saving throws&nbsp;against any effect that turns undead.</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Deathly Claw</strong></em>. Melee Weapon Attack: +4 to hit, reach 5 ft., one&nbsp;target. Hit: 9 (2d6 + 2) necrotic damage.</p><p><em><strong>Grave Bolts.</strong> </em>Ranged Spell Attack: + 6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.</p><p>&nbsp;</p><p>&nbsp;</p></div>",
            "hit_dice": "",
            "id": 12783,
            "initiative": "",
            "name": "Deathlock Mastermind",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Deathlock Wight</h2><p><em>Medium undead, neutral evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;12 (15 with&nbsp;<em>mage armor</em>)<br /><strong>Hit Points</strong>&nbsp;37 (5d8 + 15)<br /><strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>11 (+0)</td><td>14 (+2)</td><td>16 (+3)</td><td>12 (+1)</td><td>14 (+2)</td><td>16 (+3)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Saving Throws</strong>&nbsp;Wis +4<br /><strong>Skills</strong>&nbsp;Arcana +3, Perception +4<br /><strong>Damage Resistances</strong>&nbsp;necrotic; bludgeoning, piercing, and&nbsp;slashing from nonmagical attacks&nbsp;<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;exhaustion, poisoned<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;60 ft., passive Perception 14<br /><strong>Languages</strong>&nbsp;the languages it knew in life<br /><strong>Challenge</strong>&nbsp;3 (700 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Innate Spellcasting.</strong></em>&nbsp;The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</p><p>At will:&nbsp;<em>detect magic, disguise self, mage armor&nbsp;</em></p><p>1/day each:<em> fear, hold person, misty step</em></p><p>&nbsp;</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em> The wight attacks twice with Grave Bolt.</p><p><em><strong>Grave Bolt.</strong></em> Ranged Spell Attack: +5 to hi t , range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.</p><p><em><strong>Life Drain.</strong> </em>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic dama ge. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.<br />A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12784,
            "initiative": "",
            "name": "Deathlock Wight",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "demon",
            "full_text": "<h2>Alkilith</h2><p><em>Medium fiend (demon), chaotic evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;17 (natural armor)<br /><strong>Hit Points</strong>&nbsp;157 (15d8 + 90)<br /><strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>19 (+4)</td><td>22 (+6)</td><td>6 (-2)</td><td>11 (+0)</td><td>7 (-2)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Saving Throws</strong>&nbsp;Dex +8, Con +10<br /><strong>Skills</strong>&nbsp;Stealth +8<br /><strong>Damage Resistances</strong>&nbsp;acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;charmed, frightened, poisoned<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;120 ft., passive Perception 10<br /><strong>Languages</strong>&nbsp;understands Abyssal but can't speak<br /><strong>Challenge</strong>&nbsp;11 (7,200 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Amorphous.</strong></em> The alkilith can move through a space as narrow as 1 inch wide without squeezing.</p><p><em><strong>False Appearance</strong></em>. While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.</p><p><em><strong>Foment Madness.</strong></em> Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While<br />under the effect of that confusion, the creature is immune to Foment Madness.</p><p><em><strong>Magic Resistance.</strong></em> The alkilith has advantage on saving throws against spells and other magical effects.</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em> The alkilith makes three tentacle attacks.</p><p><em><strong>Tentacle</strong></em>. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12785,
            "initiative": "",
            "name": "Alkilith",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "demon",
            "full_text": "<h2>Armanite</h2><p><em>Large&nbsp;fiend (demon), chaotic evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;16 (natural armor)<br /><strong>Hit Points</strong>&nbsp;84 (8d10 + 40)<br /><strong>Speed</strong>&nbsp;60 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>21 (+5)</td><td>18 (+4)</td><td>21 (+5)</td><td>8 (-1)</td><td>12 (+1)</td><td>13 (+1)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Damage Resistances</strong>&nbsp;acid, cold, fire, lightning<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;poisoned<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;120 ft., passive Perception 11<br /><strong>Languages</strong>&nbsp;Abyssal, telepathy 120 ft.&nbsp;<br /><strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><p>&nbsp;</p><hr /><p>&nbsp;</p><p><em><strong>Magic Resistance.</strong></em>&nbsp;The alkilith has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong> </em>The armanite's weapon attacks are magical</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Multiattack.</strong></em>&nbsp;The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail</p><p><em><strong>Hooves.</strong> </em>Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 10 (2d4 + 5) slashing damage.</p><p><em><strong>Serrated Tail</strong></em>. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.</p><p><em><strong>Lightning Lance (Recharge 5-6).</strong></em> The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12786,
            "initiative": "",
            "name": "Armanite",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Bulezau</h2><p><em>Medium fiend (demon), chaotic evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;14 (natural armor)<br /><strong>Hit Points</strong>&nbsp;52 (7d8 + 21)<br /><strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>15 (+2)</td><td>14 (+2)</td><td>17 (+3)</td><td>8 (-1)</td><td>9 (-1)</td><td>6 (-2)</td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Damage Resistances</strong>&nbsp;cold, fire, lightning<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;charmed, frightened, poisoned<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;120 ft., passive Perception&nbsp;9<br /><strong>Languages</strong>&nbsp;Abyssal, telepathy 60 ft.&nbsp;<br /><strong>Challenge</strong>&nbsp;3 (700 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Rotting Presence</strong></em>. When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.</p><p><em><strong>Standing Leap.</strong></em> The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</p><p><em><strong>Sure-Footed.</strong> </em>The bulezau has advantage on Strength and Dexterity saving throws made against effects that would<br />knock it prone.</p><p>&nbsp;</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><em><strong>Barbed Tail.</strong></em> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12787,
            "initiative": "",
            "name": "Bulezau",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Dybbuk</h2><p><em>Medium fiend (demon), chaotic evil</em></p><hr /><p><strong>Armor Class</strong>&nbsp;14&nbsp;<br /><strong>Hit Points</strong>&nbsp;37 (5d8 + 15)<br /><strong>Speed</strong>&nbsp;0 ft., 40 ft. (hover)</p><hr /><p>&nbsp;</p><table style=\"height: 138px;\" width=\"414\"><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>6 (-2)</td><td>19 (+4)</td><td>16 (+3)</td><td>16 (+3)</td><td>15 (+2)</td><td>14 (+2)</td></tr></tbody></table><p>&nbsp;</p><hr /><p><strong>&nbsp;</strong></p><p><strong>Skills</strong> Deception +6 , Intimidation +4, Perception +4</p><p><strong>Damage Resistances</strong>&nbsp;acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br /><strong>Damage Immunities</strong>&nbsp;poison<br /><strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<br /><strong>Senses</strong>&nbsp;darkvision&nbsp;120 ft., passive Perception 14<br /><strong>Languages</strong>&nbsp;Abyssal, Common, telepathy 120 ft.&nbsp;<br /><strong>Challenge</strong>&nbsp;4 (1,100 XP)</p><p>&nbsp;</p><hr /><p><em><strong>Incorporeal Movement.</strong></em> The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d1O) force damage ifit ends its turn inside an object.</p><p><em><strong>Innate Spellcasting.</strong></em> The dybbuk's innate spellcasting abil ity is Charisma (spell save DC 12). It can innately cast t he following spell s, requiring no material components:</p><p>At will: <em>dimension door</em><br />3/day each: <em>fear, phantasmal force</em></p><p><em><strong>Magic Resistance.</strong></em> The dybbuk has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Violate Corpse.</strong></em> The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a&nbsp;quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the s aving throw at the end of each of its turns, ending the effect on it self on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.</p><p>&nbsp;</p><h3>&nbsp;</h3><h3>ACTIONS</h3><hr /><p><strong>Tendril.</strong> Melee Weapon Attack: +6 to hit , reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also redu ced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.</p><p><strong>Possess Corpse (Recharge 6).</strong> The dybbuk disappears into an intact corpse it can see within 5 fee t of it. The corpse must be Large or smaller and be that o f a beast or a humanoid.<br />The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life .<br />While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma , telepathy,<br />and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed<br />target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.<br />The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12788,
            "initiative": "",
            "name": "Dybbuk",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Maurezhi</h2><p><em>Medium fiend (demon) , chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;15 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;88 (16d8 +16)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><p>&nbsp;</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>&nbsp;14 (+2)</p></td><td><p>17 (+3)&nbsp;</p></td><td><p>12 (+1)&nbsp;</p></td><td><p>11 (+0)&nbsp;</p></td><td><p>12 (+1)&nbsp;</p></td><td><p>15 (+2)&nbsp;</p></td></tr></tbody></table><p>&nbsp;</p><hr /><p>&nbsp;</p><p><strong>Skills</strong>&nbsp;Deception +5</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;&nbsp;poison<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, poisoned <br /> <strong>Senses</strong>&nbsp;darkvision 120 ft., passive Pe rception 11 <br /> <strong>Languages</strong>&nbsp;Abyssal, Elvish, telepathy 120 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><p>&nbsp;</p><hr /><p>&nbsp;</p><p><em><strong>Assume Form.</strong></em> The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.</p><p><em><strong>Magic Resistance.</strong></em> The maurezhi has advantage on saving throws against spells and other magical effects</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong></em> The maurezhi makes two attacks: one with its bite and one with its claws.</p><p><em><strong>Bite</strong></em>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid , its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if thi s reduces its Charisma to 0 . It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Raise Ghoul (Recharge 5-6).</strong></em> The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all hit points.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12789,
            "initiative": "",
            "name": "Maurezhi",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "21",
            "challenge_rating": "21",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Molydeus</h2><p><em>Huge fiend (demon), chaotic evil</em></p><p><strong>Armor Class</strong>&nbsp;19 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;216 (16d12 + 112)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>28 (+8)</p></td><td><p>22 (+6)</p></td><td><p>25 (+7)</p></td><td><p>21 (+5)</p></td><td><p>24 (+7)</p></td><td><p>24 (+7)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p><strong>Saving Throws</strong> Str +16, Con +14, Wis +14, Cha +14&nbsp;</p><p><strong>Skills</strong>&nbsp;Perception +21</p><p><strong>Damage Resistances</strong>&nbsp;cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagica l attacks <br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; blinded, charmed, deafened, frightened, poisoned, stunned<br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 31<br /> <strong>Languages</strong>&nbsp;Abyssal, telepathy 120 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;21 (33,000 XP)</p><hr /><p><em><strong>Innate Spellcasting.</strong></em> The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>dispel magic, polymorph , telekinesis, teleport</em><br />3/day: <em>lightning bolt</em><br />1/day: <em>imprisonment</em></p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If t he molydeus fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> The molydeus has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The molydeus's weapon attacks are magical.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><p><em><strong>Multiattack.</strong></em> The molydeus makes three attacks: one with its weapon , one with its wolf bite, and one with its snakebite.</p><p><em><strong>Demonic Weapon.</strong></em> Melee Weapon Attack: +16 to hit, reach 15 ft., one target . Hit: 20 (2dl0 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and d ies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage<br />from the hit.</p><p><em><strong>Wolf Bite.</strong></em> Melee Weapon Attack: +16 to hit, reach 10 ft. , one target. Hit: 16 (2d6 + 9) piercing damage.</p><p><em><strong>Snakebite.</strong></em> Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (ld6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a<br />wish spell.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>LEGENDARY ACTIONS</strong></h3><hr /><p>&nbsp;</p><p>The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of it s turn.</p><p><strong>Attack</strong>. The molydeus makes one attack, either with its demonic weapon or with its snakebite.<br /><strong>Move.</strong> The molydeus moves without provoking opportunity attacks.<br /><strong>Cast a Spell.</strong> The molydeus casts one spell from its Innate Spellcasting trait.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12790,
            "initiative": "",
            "name": "Molydeus",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "15",
            "challenge_rating": "15",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Nabassu</h2><p><em>Medium fiend (demon), chaotic evil</em></p><p><strong>Armor Class</strong>&nbsp;18 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;190 (20d8 + 100)<br /> <strong>Speed</strong>&nbsp;40 ft., fly 60 ft .</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>14 (+2)</p></td><td><p>21 (+5)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>17 (+3)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p>&nbsp;</p><p><strong>Saving Throws&nbsp;</strong>Str + 11 , Dex +7</p><p><strong>Skills</strong>&nbsp;Perception +7</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and s lashing fro m nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;&nbsp;poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 17 <br /> <strong>Languages&nbsp;</strong>Abyssal, telepathy 120 ft.&nbsp;&nbsp;<br /> <strong>Challenge&nbsp;</strong>15 (13 ,000 XP)</p><hr /><p><em><strong>Demonic Shadows.</strong></em> The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.</p><p><em><strong>Devour Soul.</strong></em> A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse fo r at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the&nbsp;creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.</p><p><em><strong>Magic Resistance.</strong></em> The nabassu has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The nabassu's weapon attacks are magical</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +11 to hit, reach 5 ft. , one target. Hit: 32 (4d12 + 6) piercing damage.</p><p><em><strong>Soul-Stealing Gaze</strong></em>. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead , it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target fin ishes a short or long rest. The target dies if its hit point maximum is reduced to 0 , and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12791,
            "initiative": "",
            "name": "Nabassu",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Rutterkin</h2><p><em>Medium fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;12&nbsp;<br /> <strong>Hit Points</strong>&nbsp;37 (5d8 + 15)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>17 (+3)</p></td><td><p>5 (-3)</p></td><td><p>12 (+1)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;understands Abyssal but can't speak<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Crippling Fear.</strong></em> When a creature that isn't a demon starts its turn within 30 feet of t h ree or more ru tterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of s ix or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><p>&nbsp;</p><p><em><strong>Bite.</strong> </em>Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms in to a living abyssal wretch. The transformation of the body can be undone only by a wish spell.&nbsp;</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12792,
            "initiative": "",
            "name": "Rutterkin",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Abyssal Wretch</h2><p><em>Medium fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;11&nbsp;<br /> <strong>Hit Points</strong>&nbsp;18 (4d8)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>9 (-1)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>5 (-3)</p></td><td><p>8 (-1)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p><strong>Damage Resistances</strong>&nbsp;cold, fire, lightning <br /> <strong>Damage Immunities</strong>&nbsp;poison <br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft. , passive Perception 9<br /> <strong>Languages</strong>&nbsp;understands Abyssal but can't speak&nbsp;<br /> <strong>Challenge</strong>&nbsp;1/4 (50 XP)</p><hr /><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><h3>&nbsp;</h3><p><strong>Bite.</strong> Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 5 (1d8 + 1) slashing damage.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12793,
            "initiative": "",
            "name": "Abyssal Wretch",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "18",
            "challenge_rating": "18",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Sibriex</h2><p><em>Huge fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;150 (12d12 + 72)<br /> <strong>Speed</strong>&nbsp;0 ft., fly 20 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>10 (+0)</p></td><td><p>3 (-4)</p></td><td><p>23 (+6)</p></td><td><p>25 (+7)</p></td><td><p>24 (+7)</p></td><td><p>25 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +13, Cha +13</p><p><strong>Skills</strong>&nbsp;Arcana + 13 , History + 13 , Perception +13</p><p><strong>Damage Resistances</strong>&nbsp; cold , fire , lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; truesight 120 ft ., passive Perception 23<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;18 (20, 000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Contamination.</strong></em> The sibriex emits an a ura of corruption 30 feet in every direct ion. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that star ts it s turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination fo r 24 hours.</p><p><em><strong>Innate Spellcasting.</strong></em> The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:<br />At will: charm person, command, dispel magic, hold monster<br />3/day: feeblemind</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the sibriex fai ls a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> The sibriex has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.</p><p><em><strong>Chain</strong></em>. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage.</p><p><em><strong>Squirt Bile.</strong></em> The sibriex targets one creature it can see within 120 feet of it. Th e t arget must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.</p><p><em><strong>Warp Creature.</strong></em> The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this s ibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it , and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.</p><p><strong>&nbsp;</strong></p><h3>&nbsp;</h3><h3><strong>LEGENDARY ACTIONS</strong></h3><hr /><p>&nbsp;</p><p>The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn .</p><p><strong>Cast a Spell</strong> . The sibriex casts a spell.<br /><strong>Spray Bile.</strong> The sibriex uses Squirt Bile.<br /><strong>Warp (Costs 2 Actions).</strong> The sibriex uses Warp Creature.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12794,
            "initiative": "",
            "name": "Sibriex",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Wastritith</h2><p><em>Large fiend (demon). chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;157 ( 15d10 + 75)<br /> <strong>Speed</strong>&nbsp;30 ft., swim 80 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>18 (+4)</p></td><td><p>21 (+5)</p></td><td><p>19 (+4)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +9, Con +10</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp;poisoned&nbsp;<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft. , passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal , telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;13 (10 ,000 XP)</p><hr /><p>&nbsp;</p><p>&nbsp;<strong><em>Am</em><em>ph</em><em>ibious. </em></strong>The wastrilith can breathe air and water.</p><p><strong><em>Corrupt Water. </em></strong>At the start of each of the wastrilith's turns , exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.</p><p>A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.</p><p>If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.</p><p><strong><em>Magic </em><em>R</em><em>esis</em><em>t</em></strong><em><strong>ance</strong>. </em>The wastrilith has advantage on saving throws against spells and other magica1 effects.</p><p><strong><em>U</em><em>n</em><em>derto</em><em>w</em><em>. </em></strong>As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><p>&nbsp;</p><p>&nbsp;</p><p><strong><em>Multiattack. </em></strong>The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws .</p><p><strong><em>B</em></strong><em><strong>ite.</strong> </em>Melee Weapon Attack: +9 to hit, reach 10 ft., one target . <em>Hit </em><em>: </em>30 (4d12 + 4) piercing damage.</p><p><strong><em>C</em><em>laws. </em></strong>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. <em>H</em><em>i</em><em>t</em><em>: </em>18 (4d6 + 4) slashing damage.</p><p><em><strong>Grasping Spout.</strong> </em>The wastrilith magically launches a spout at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn' t pulled.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12795,
            "initiative": "",
            "name": "Wastritith",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "23",
            "challenge_rating": "23",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Baphomet</h2><p><em>Huge fiend (demon) , chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;22 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;275 (19d12 + 152)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>30 (+10)</p></td><td><p>14(+2)</p></td><td><p>26 (+8)</p></td><td><p>18 (+4)</p></td><td><p>24 (+7)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9, Con +1 5, Wis +14</p><p><strong>Skills</strong>&nbsp;Intimidation +17, Perception +14</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp;&nbsp;truesight 120 ft. , passive Perception 24<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;23 (50,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Charge</strong></em>. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore a tta c k on the same t urn, the target takes an extra 16 (3dl 0) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.</p><p><em><strong>Innate Spellcasting.</strong></em> Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:</p><p>At will: <em>detect magic</em><br />3/day each:<em> dispel magic, dominate beast, hunter's mark, maze, wall of stone</em><br />1/day:<em> teleport</em></p><p><em><strong>Labyrinthine Recall.</strong></em> Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.</p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If Baphome t fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Baphomet has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons</strong></em>. Baphomet's weapon attacks are magical.</p><p><em><strong>Reckless.</strong></em> At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.&nbsp;</p><p><strong>&nbsp;</strong></p><h3><strong>ACTIONS</strong></h3><hr /><h3>&nbsp;</h3><p><em><strong>Multiattack.</strong></em> Baphomet makes three attack s : one with Heartcleaver, one with his bite, and one with his gore attack.</p><p><em><strong>Heartcleaver.</strong></em> Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) s lashing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.</p><p><em><strong>Gore.</strong></em> Melee Weapon Attack: +17 to hit, reach 10 ft. , one target . Hit: 17 (2d6 + 10) piercing damage.</p><p><em><strong>Frightful Presence</strong></em>. Eachc reature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself o n a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.<br />If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours</p><p><strong>&nbsp;</strong></p><h3><strong>LEGENDARY ACTIONS</strong></h3><hr /><h3>&nbsp;</h3><p>Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn.</p><p><strong>Heartcleaver Attack</strong>. Baphomet makes a melee attack with Heartcleaver.<br /><strong>Charge (Costs 2 Actions )</strong> . Baphomet moves up to his speed, then makes a gore attack</p><p><strong>&nbsp;</strong></p><h3>LAIR ACTIONS</h3><hr /><p>On initiative count 20 (losing initiative ties), Baphomet can-take a lair action to cause one of<br />the following magical effects; he can't use the same effect two rounds in a row:</p><p>&nbsp;&bull; Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. &nbsp;</p><p>&bull; Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next<br />initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this<br />happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft.<br />Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a<br />ceiling to attack targets flying near it.</p><p>&bull; Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.</p><h4>REGIONAL EFFECTS</h4><p>The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:</p><p>Plant life within 1 mile of the lair grows thick and forms walls of trees , hedges, and other flora in the<br />form of small mazes.</p><p>Beasts within 1 mile of the lair become frightened and disoriented , as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is ne arby.</p><p>If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table . A creature that succeeds on this saving th row can't be affected by this regional effect again fo r 24 hours.</p><p>If Baphomet dies, these effects fade over the course of 1d10 days.</p><p>&nbsp;</p><h4>Madness of Baphomet</h4><p>If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of<br />Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><table style=\"height: 116px;\" width=\"533\"><tbody><tr><td><strong>d100&nbsp;&nbsp;</strong></td><td><strong>Flaws (lasts until cured)</strong></td></tr><tr><td>01-20</td><td>\"My anger consumes me . I can't be reasoned with when my rage has been stoked.\"</td></tr><tr><td>21-40</td><td>\"I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.\"</td></tr><tr><td>41-60</td><td>\"The world is my hunting ground. Others are my prey.\"</td></tr><tr><td>61-80</td><td>\"Hate comes easily to me and explodes into rage.\"</td></tr><tr><td>81-00</td><td>\" I see those who oppose me not as people, but as beasts meant to be preyed upon .\"</td></tr></tbody></table>",
            "hit_dice": "",
            "id": 12796,
            "initiative": "",
            "name": "Baphomet",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "26",
            "challenge_rating": "26",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Demogorgon</h2><p><em>Huge fiend (demon) , chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;22 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;406 (28d12 +224)<br /> <strong>Speed</strong>&nbsp;50 ft., swim 50 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>29 (+9)</p></td><td><p>14 (+2)</p></td><td><p>26 (+8)</p></td><td><p>20 (+5)</p></td><td><p>17 (+3)</p></td><td><p>25 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +10, Co n +16, Wis +11 , Cha +15</p><p><strong>Skills</strong>&nbsp;Insight +11, Perception +1 9</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire , light ning<br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses&nbsp;</strong>truesight 120 ft. , passive Perception 29&nbsp; <br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;26 (90,000 XP)</p><hr /><p><em><strong>Innate Spellcasting.</strong></em> Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:</p><p>At will: <em>detect magic, major image</em><br />3/day each: <em>dispel magic, fear, telekinesis</em><br />1/day each:&nbsp;<em>feeblemind, project image</em></p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If Demogorgon fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Demogorgon has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons</strong></em>. Demogorgon's weapon attacks are magical.</p><p><em><strong>Two Heads</strong></em>. Demogorgon has advantage on saving throws against being blinded, deafened , stunned, or knocked unconscious.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong><strong>ACTIONS</strong></p><hr /><p><em><strong>&nbsp;Multiattack.</strong></em> Demogorgon makes two tentacle attacks.</p><p><em><strong>Tentacle.</strong></em> Melee Weapon Attack: +17 to hit, reach 10 ft ., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constittion saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes<br />a long rest. The target dies if its hit point maximum is reduced to 0.</p><p><em><strong>Gaze.</strong></em> Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can ' t see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediate ly make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:</p><p><strong>1. Beguiling Gaze.</strong> The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.<br /><strong>2. Hypnot ic Gaze</strong>. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can' t use his Maddening Gaze legendary action until the start of his next turn.<br /><strong>3. Insanity Gaze.</strong> The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn.</p><p><strong>Tail.</strong> Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2dl0 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.<br /><strong>Maddening Gaze.</strong> Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On in itiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of<br />the following effects; he can't use the same effect two rounds in a row:</p><p>&bull; Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative<br />count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal<br />to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears.<br />&bull; Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the<br />spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the<br />next round.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>&nbsp;&bull; The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.<br />&bull; Beasts within 1 mile of the lair become violent and crazed- even creatures that are normally docile.<br />&bull; If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23<br />Wisdom saving th row or descend into a madness determined by the Madness of Demogorgon table. A<br />creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</p><p>If Demogorgon dies, these effects fade over the cou rse of 1d10 days.</p><h4>&nbsp;</h4><p>Madness of Demogorgon</p><p>If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of<br />Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured.<br />See the Dungeon Master's Guide for more on madness.</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\"Someone is plotting to kill me. I need to strike first to stop them!\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"There is only one solution to my problems: kill them all!\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\"There is more than one mind inside my head.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\"If you don't agree with me, I'll beat you into submission to get my way.\"</td></tr><tr><td><p>81-00</p></td><td>\"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!\"</td></tr></tbody></table><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12797,
            "initiative": "",
            "name": "Demogorgon",
            "reference": "Usergen",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "23",
            "challenge_rating": "23",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Fraz-Urb'luu</h2><p><em>Large fiend (demon) , chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;337 (27d10 + 189)<br /> <strong>Speed</strong>&nbsp;40 ft., fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>29 (+9)</p></td><td><p>12 (+1)</p></td><td><p>25 (+7)</p></td><td><p>26 (+8)</p></td><td><p>24 (+7)</p></td><td><p>26 (+8)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +8, Con +14, Int +15, Wis +14</p><p><strong>Skills</strong>&nbsp;Deception +15, Perception +14 , Stealth +8</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, poisoned <br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 24<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;23 (50,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> Fraz&middot;Urb'luu's spellcasting ability is Charisma (spell save DC 23) . Fraz-Urb'luu can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self</em> (can become Medium when changing his appearance), <em>detect magic, dispel magic, phantasmal force</em><br />3/day each: <em>confusion, dream, mislead, programmed illusion, seeming</em><br />1/day each:<em> mirage arcane, modify memory, project image</em></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> lf Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Fraz-Urb' luu's weapon attacks are magical.</p><p><em><strong>Undetectable.</strong></em> Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> Fraz-Urb' luu makes three attacks: one w ith his bite and two with his fists .</p><p><em><strong>Bite.</strong></em> Mele e Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.</p><p><em><strong>Fist</strong></em>. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) bludgeoning damage</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Fraz - Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. FrazUrb'luu regains spent legendary actions at the start of his turn.</p><p><strong>Tail.</strong> Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24).<br />The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.</p><p><strong>Phantasmal Killer (Costs 2 Actions).</strong> Fraz-U rb'luu casts phantasmal killer, no concentration required.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), FrazUrb'luu can take a lair action to cause one of the<br />followin g effects; he can't use the same effect two rounds in a row:</p><p>&bull; F raz-U rb' luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.</p><p>&bull; Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature<br />(as if created with the<em> simulacrum</em> spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.&nbsp;</p><p>&bull; Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a<br />DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:</p><p>&bull;Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and<br />comrades that vanish after only a brief glimpse.</p><p>&bull;Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the<br />area exceedingly difficult.</p><p>&bull;If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23<br />Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A<br />creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</p><p>If Fraz-Urb'luu dies, these effects fade over the course of 1d10 days.</p><h4>&nbsp;</h4><h4>Madness of Fraz-Urb'luu</h4><p>If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><p>&nbsp;</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"I have intermittent hallucinations and fits of catatonia.\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\"</td></tr><tr><td><p>81-00</p></td><td>&nbsp;\"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\"</td></tr></tbody></table>",
            "hit_dice": "",
            "id": 12798,
            "initiative": "",
            "name": "Fraz-Urb'luu",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "24",
            "challenge_rating": "24",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Graz'zt</h2><p><em>Large fiend (demon, shapechanger), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;346 (33d10 + 165)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>15 (+2)</p></td><td><p>21 (+5)</p></td><td><p>23 (+6)</p></td><td><p>21 (+5)</p></td><td><p>26 (+8)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9. Con + 12 , Wis + 12</p><p><strong>Skills</strong>&nbsp;Deception +15, Insight +12 , Perception +12, Persuasion +15</p><p><strong>Damage Resistances</strong>&nbsp;cold, fire, lightning <br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, poisoned <br /> <strong>Senses&nbsp;</strong>&nbsp; truesight 120 ft., passive Perception 22<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;24 (62,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Shapechanger.</strong> </em>Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.</p><p><em><strong>Innate Spellcasting.</strong></em> Graz'zt's spellcasting ability is Charisma (spell save DC 23}. H e can innately cast the foll o wing spells, requiring no material components:</p><p>At will: <em>charm person, crown of madness, detect magic, dispel magic, dissonant whispers</em></p><p>3/day each:<em> counterspell, darkness, dominate person , sanctuary, telekinesis, teleport</em></p><p>1 /day each: <em>dominate monster, greater invisibility</em></p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If Graz'zt fa il s a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Graz'zt has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Graz'zt's weapon attacks are magical.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>Graz'zt attacks twice with Wave of Sorrow.</p><p><em><strong>Wave of Sorrow (Greatsword).</strong> </em>Melee Weapon Attack: +13 to hit, reach 10 ft ., one target. Hit: 20 (4d6 + 6} slashing damage plus 10 (3d6) acid damage.</p><p><strong><em>Teleport.</em></strong> Graz'zt m a gically teleports, a long w ith any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt<br />regains spent legendary actions at the start of his turn.</p><p><strong>Attack.</strong> Graz'zt attacks once with Wave of Sorrow.</p><p><strong>Dance, My Puppet!</strong> One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.</p><p><strong>Sow Discord.</strong> Graz'zt casts crown of madness or dissonant whispers.</p><p><strong>Teleport.</strong> Graz'zt uses hi s Teleport action.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><h4>&nbsp;LAIR ACTIONS</h4><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:</p><p>&bull; Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.</p><p>&bull; Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:</p><p>&bull; Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.</p><p>&bull; Wild beasts within 6 miles of the lair break into frequent conflicts and coupling , mirroring the behavior that occurs during their mating seasons.</p><p>&bull; If a humanoid spends at leas t 1 hour within 1 mile of the lair, that creature must succeed o n a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can' t be affected by this regional effect again fo r 24 hours.<br />If Graz'zt dies, these effects fade over the course of 1d10 days.</p><h4>&nbsp;</h4><h4>&nbsp;</h4><h4>Madness of Graz'zt</h4><p>If a creature goes mad in Grazt'zt's lair or within line of sight of the demon lord, roll on the Madness of&nbsp;Graz'zt&nbsp; table to determine the nature of the madness, which is a character flaw that lasts until cured . See the Dungeon Master's Guide for more on madness.</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\" Nothing is more important to me than admiring my own reflection. Anyone who doesn't appreciate my beauty is a fool.\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"Sex is a great solution to all of life's problems. Why doesn't anyone else get this?\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\" My appetite for delicious, pleasurable substances knows no bounds. I'll do anything to get more.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\" Rumors spread easily, and I know many of them. Who cares if they're true?\"</td></tr><tr><td><p>81-90</p></td><td>&nbsp;\"To properly honor my dark, beautiful lord, I must prepare intricate, debauched rituals.</td></tr><tr><td><p>91-00</p></td><td>\"Anyone who doesn't do exactly what I say deserves no happiness.\"</td></tr></tbody></table>",
            "hit_dice": "",
            "id": 12799,
            "initiative": "",
            "name": "Graz'zt",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "23",
            "challenge_rating": "23",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Juiblex</h2><p><em>Huge fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;350 (28d12 + 168)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>24 (+7)</p></td><td><p>10 (+0)</p></td><td><p>23 (+6)</p></td><td><p>20 (+5)</p></td><td><p>20 (+5)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +7, Con +13, Wis +12</p><p><strong>Skills</strong>&nbsp;Perception +12</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp; blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious<br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 22<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge&nbsp;</strong>&nbsp;23 (50 ,000 XP)</p><hr /><p><em><strong>Foul.</strong></em> Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constit ution saving throw or be poisoned until the start of the creature's next turn.</p><p><em><strong>Innate Spellcasting</strong></em>. juiblex's spellcasting ability is Charisma<br />(spell save DC 18, +10 to hit with spell attacks) . )uiblex can innately cast the following spells, requiring no material components:</p><p>At will: <em>acid splash</em> (17th level) , <em>detect magic</em><br />3/day each: <em>blight, contagion, gaseous form</em></p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If Juiblex fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Juiblex has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Juiblex's weapon attacks are magical.</p><p><em><strong>Regeneration.</strong> </em>Juiblex regains 20 hit points at the start of its turn. lf it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.</p><p><em><strong>Spider Climb.</strong></em> Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong></em> Juiblex makes three acid lash attacks.</p><p><em><strong>Acid Lash.</strong></em> Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.</p><p><em><strong>Eject Slime (Recharge 5-6)</strong></em>. Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the<br />target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent - 1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . Juiblex regains spent legendary actions at the start of its t urn.</p><p><strong>Acid Splash.</strong> Juiblex casts acid splash.</p><p><strong>Attack .</strong> Juiblex makes one acid lash attack.</p><p><strong>Corrupting Touch (Costs 2 Actions)</strong>. Melee Weapon AUack: + 14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><p>&nbsp;On initiative count 20 (losing initiative ties),Juiblex can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</p><p>&bull; Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side.<br />The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in<br />that area must s ucceed on a DC 21 Strength saving throw or become restrained. When a creature enters<br />the area for the first time on a turn or ends its turn there, that creature must make the same save.<br />&nbsp; A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained<br />creature, or another creature that can reach it, can use its action to try to break free and must succeed on<br />a DC 21 S trength check.&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.</p><p>&bull; Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side.<br />The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on<br />it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.<br />If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning<br />slime takes 22 (4dl0) fire damage.</p><p>&bull; A green slime (see the Dungeon Master's Guide) appears on a spot o n t he ceili ng that j uib lex chooses<br />within the lair. The slime disintegrates after 1 hour.</p><h4>REGIONAL EFFECTS</h4><p>The region containing juiblex's lair is warped by its magic, creating one or more of the following effects:</p><p>&bull;Small bodies of water, such as ponds or wells, within 1 mile of t he lai r turn h ig hly acidic, corroding any object that touches them.</p><p>&bull;Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.</p><p>&bull;If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18<br />Wisdom saving throw or descend i nto a madness deter mined by the Madness of Juiblex table. A<br />creature that succeeds on this saving throw can't be affected by this regiona l effect again for 24 hours .&nbsp;</p><p>If juiblex dies, these effects fade over the course of 1d10 days.</p><h4>Madness of Juiblex</h4><p>If a creature goes mad in juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><table width=\"533\"><tbody><tr><td><p><strong>d100</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\"I must consume everything I can!\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"I refuse to part with any of my possessions.\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\"I'll do everything I can to get others to eat and drink beyond their normal limits .\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\" I must possess as many material goods as I can.\"</td></tr><tr><td><p>81-00</p></td><td>&nbsp;\"My personality is irrelevant. I am defined by what I consume.\"</td></tr></tbody></table><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12800,
            "initiative": "",
            "name": "Juiblex",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "26",
            "challenge_rating": "26",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Orcus</h2><p><em>Huge fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor), 20 with the Wand of Orcus<br /> <strong>Hit Points</strong>&nbsp;405 (30d12 + 210)<br /> <strong>Speed</strong>&nbsp;40 ft., fly 40 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>27 (+8)</p></td><td><p>14 (+2)</p></td><td><p>25 (+7)</p></td><td><p>20 (+5)</p></td><td><p>20 (+5)</p></td><td><p>25 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +10, Con +15, Wis +13</p><p><strong>Skills</strong>&nbsp;Arcana +12 , Perception +12</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire , lightning<br /> <strong>Damage Immunities</strong>&nbsp; necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, poisoned <br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 22<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;26 (90,000 XP)</p><hr /><p><em><strong>Wand ofOrcus.</strong></em> The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast<em> animate dead, blight, or speak with dead.</em> Alternatively, he can expend 1 or more of the wand' s charges to cast one of the following spells from it: <em>circle of death</em> (1 charge), <em>fi</em><em>nger of death</em> (1 charge), or<em> power word kill</em> (2 charges). The wand regains ld4 + 3 charges daily at dawn.<br />&nbsp; While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he<br />dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.</p><p><em><strong>Innate Spellcasting.</strong></em> Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p>&nbsp;At will: <em>chill touch</em> (17th level) , <em>detect magic</em><br />3/day each: <em>create undead, dispel magic</em><br />1/day: <em>time stop</em></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Orcus fails a saving throw, he can choose to succeed in stead.</p><p><em><strong>Magic Resistance</strong></em>. Orcus has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Orcus's weapon attacks are magical.</p><p><em><strong>Master of Undeath.</strong></em> When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong></em> Orcus makes two Wand of Orcus attacks.</p><p><em><strong>Wand of Orcus.</strong></em> Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.</p><p><em><strong>Tail</strong></em>. Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.</p><p><strong>Tail.</strong> Orcus makes one tail attack.</p><p><strong>A Taste of Undeath.</strong> Orcus casts chill touch (17th level).</p><p><strong>Creeping Death (Costs 2 Actions) .</strong> Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:</p><p>&bull; Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected<br />to power word kill (save DC 23). Orcus needn't see the creature, but he must be aware that the individual is in the lair.</p><p>&bull; Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands , which can reach anywhere in the lair.</p><p>&bull; Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They<br />last until the next initiative count 20. Each creature in that area when the arms appear must succeed on<br />a DC 23 Strength saving throw or be restrajned until the arms disappear or until Orcus releases them (no<br />action required).</p><h4>REGIONAL EFFECTS</h4><p>&nbsp;The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects:</p><p>&bull; Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.</p><p>&bull; The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even<br />when there is no carrion to be found.</p><p>&bull; If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23<br />Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature<br />that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.<br />If Orcus dies, these effects fade over the course of 1d10 days.</p><h4>&nbsp;</h4><h4>Madness of Orcus</h4><p>If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus<br />table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\"I often become withdrawn and moody, dwelling on the insufferable state of life.\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"I am compelled to make the weak suffer.\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\" I have no compunction against tampering with the dead in my search to better understand death.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\"I want to achieve the everlasting existence of undeath.\"</td></tr><tr><td><p>81-00</p></td><td>&nbsp;\"I am awash in the awareness of life's futility.\"</td></tr></tbody></table><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12801,
            "initiative": "",
            "name": "Orcus",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "24",
            "challenge_rating": "24",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Yeenoghu</h2><p><em>Huge fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;333 (23dl2 + 184)<br /> <strong>Speed</strong>&nbsp;50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>29 (+9)</p></td><td><p>16 (+3)</p></td><td><p>23 (+8)</p></td><td><p>15 (+3)</p></td><td><p>24 (+7)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +10, Con +15, Wis +14</p><p><strong>Skills</strong>&nbsp;Intimidation +9, Perception +14</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp;poison; bludgeoning, piercing, and slashing that is nonmagical <br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; truesight 120 ft. , passive Perception 24<br /> <strong>Languages</strong>&nbsp;&nbsp;all , telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;24 (62,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> Yeenoghu 's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p>At will:<em> detect magic</em><br />3/day each:<em> dispel magic, fear, invisibility</em><br />1 /day: <em>teleport</em></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> lf Yeenoghu fails a saving throw, he can choose to succeed inste ad.</p><p><em><strong>Magic Resistance</strong></em>. Yeenoghu has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons</strong></em>. Yeenoghu's weapon attacks are magical</p><p><em><strong>Rampage.</strong></em> When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move u p to half his speed and make a bite attack.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):</p><p>1.The attack deals an extra 13 (2d12) bludgeoning damage.<br />2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.<br />3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.</p><p><em><strong>Flail</strong></em>. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (ld12 + 9) bludgeoning damage.</p><p><em><strong>Bite.</strong></em> Me/ee Weapon Attack: +16 to hit, reach 10 ft ., one target. Hit: 14 (ldlO + 9) piercing damage .</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Yeenoghu can take 3 legend ary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.</p><p><strong>Charge</strong>. Yeenoghu moves up to his speed.</p><p><strong>Swat Away.</strong> Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.</p><p><strong>Savage (Costs 2 Actions).</strong> Yeenoghu makes a bite attack against each creature within 10 feet of him.<strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following<br />effects; he can't use the same effect two rounds in a row:</p><p>&bull; Yeenoghu causes an iron spike- 5 feet tall and 1 inch in diameter-to burst from the ground at a point he<br />can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24<br />Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by<br />being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from<br />the spike, ending the restrained condition.</p><p>&bull; Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.</p><p>&bull; Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have<br />advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.</p><h4>REGIONAL EFFECTS</h4><p>&nbsp;The region containing Yeenoghu's lair is warped by his<br />magic, creating one or more of the following effects:</p><p>&bull; Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.</p><p>&bull; Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.</p><p>&bull; If a humanoid spends at least 1 hour within 1 mile of the lair, that creature mu s t s ucceed on a DC 17<br />Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A<br />creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours .</p><p>If Yeenoghu dies, these effects fade over the course of 1d10 days.</p><h4>&nbsp;</h4><h4>Madness of&nbsp;Yeenoghu</h4><p>&nbsp;If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\" I get caught up in t he flow of anger, and try to stoke others around me into forming an angry mob.\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"The flesh of other intelligent creatures is delicious!\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\"I rail against the laws and customs of civilization , attempting to return to a more primitive time.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\"I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.\"</td></tr><tr><td><p>81-00</p></td><td>&nbsp;\"I keep trophies from the bodies I have slain, turning them into adornments.\"</td></tr></tbody></table><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12802,
            "initiative": "",
            "name": "Yeenoghu",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "23",
            "challenge_rating": "23",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Zuggtmoy</h2><p><em>Large fiend (demon), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;304 (32d10 + 128)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>15 (+2)</p></td><td><p>18 (+4)</p></td><td><p>20 (+5)</p></td><td><p>19 (+4)</p></td><td><p>24 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9, Con +11, Wis +11</p><p><strong>Skills</strong>&nbsp;+11</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning<br /> <strong>Damage Immunities</strong>&nbsp; poison; bludgeoning, piercing, and slashing that is nonmagical<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; truesight 120 ft ., passive Perception 21<br /> <strong>Languages</strong>&nbsp;all, telepathy 120 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;23 (50,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting</strong></em>. Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:</p><p>At will: <em>detect magic, locate animals or plants, ray of sickness</em><br />3/day each: <em>dispel magic, ensnaring strike, entangle, plant growth</em><br />1/day each:<em> etherealness, teleport</em></p><p><em><strong>Legendary Resistance (3/ Day)</strong></em>. lf Zuggtmoy fails a saving throw, she can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Zuggtmoy has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons</strong></em>. Zuggtmoy's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> Zuggtmoy makes three pseudopod attacks.&nbsp;</p><p><em><strong>Pseudopod.</strong> </em>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.</p><p><em><strong>Infestation Spores (3/ Day)</strong></em>. Zuggtmoy releases spores that designates 41 burst out in a cloud that fills a 20-foot-radius sphere centered&nbsp;on her, and it lingers for 1 minute. Any flesh-and-blood creature<br />in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores ofZuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's<br />body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\"<br />entry in the Monster Manual).</p><p><em><strong>Mind Control Spores (Recharge 5- 6).</strong></em> Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Protective Thrall.</strong></em> When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.</p><p>&nbsp;</p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>&nbsp;Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.</p><p><strong>Attack</strong>. Zuggtmoy makes one pseudopod attack.</p><p><strong>Exert Will.</strong> One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.<br /><br /></p><h3>&nbsp;</h3><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the<br />following effects; she can't use the same effect two rounds in a row:</p><p>&bull; Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied<br />spaces that she chooses within the lair. They vanish after 1 hour.</p><p>&bull; Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.</p><p>&bull; Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or<br />other fungus within her lair, instead of on herself.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>The region containing Zuggtmoy's lair is warped by her magic, creating one or more of the following effects:</p><p>&bull; Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find<br />no purchase.</p><p>&bull; Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is<br />overwhelmed.</p><p>&bull; If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must s ucceed on a DC 17<br />Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A<br />creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</p><p>If Zuggtmoy dies, these effects fade over the course of 1d10 days .</p><h4>&nbsp;</h4><h4>Madness of Zuggtmoy</h4><p>If a creature goes mad in Zuggtmoy's lair or within line of s ight of the demon lord, roll on the Madness of<br />Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</p><p>&nbsp;</p><table width=\"533\"><tbody><tr><td><p><strong>d100&nbsp;</strong></p></td><td><p><strong>Flaws (lasts until cured)</strong></p></td></tr><tr><td><p>01-20</p></td><td>&nbsp;\"I see visions in the world around me that others do not.\"</td></tr><tr><td><p>21-40</p></td><td>&nbsp;\"I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.\"</td></tr><tr><td><p>41-60</p></td><td>&nbsp;\"I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.\"</td></tr><tr><td><p>61-80</p></td><td>&nbsp;\"My mind is slipping away, and my intelligence seems to wax and wane.\"</td></tr><tr><td><p>81-00</p></td><td>&nbsp;\" I am constantly scratching at unseen fungal infections.\"</td></tr></tbody></table><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12803,
            "initiative": "",
            "name": "Zuggtmoy",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "derro",
            "full_text": "<h2>Derro</h2><p><em>Small humanoid (derro), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;13 (leather armor)<br /> <strong>Hit Points</strong>&nbsp;13 (3d6 + 3)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>10 (+0)</p></td><td><p>14 (+2)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>5&nbsp; (-3)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Stealth +4</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 7<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;1/4 (SO XP)</p><hr /><p>&nbsp;</p><p><em><strong>Magic Resistance.</strong> </em>The derro has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Sunlight Sensitivity.</strong> </em>While in sunlight, the derro has disadvantage on attack rol ls, as well as on Wisdom (Perception) checks that rely on s ight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Hooked Spear.</strong></em> Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (ld6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.<br /><br /><em><strong>Light Crossbow.</strong></em> Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (ld8 + 2) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12804,
            "initiative": "",
            "name": "Derro",
            "reference": "MToF",
            "size": "Small",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "derro",
            "full_text": "<h2>Derro Savant</h2><p><em>Small humanoid (derro), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;13 (leather armor)<br /> <strong>Hit Points</strong>&nbsp;36 (8d6 + 8)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>9 (-1)</p></td><td><p>14 (+2)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>5 (-3)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Stealth +4</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 7<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Magic Resistance.</strong></em> The derro savant has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Spellcasting.</strong></em> The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:</p><p>Cantrips (at will): <em>acid splash, mage hand, message, prestidigitation, ray of frost</em><br />1st level (4 slots): <em>burning hands, chromatic orb, sleep</em>&nbsp;<br />2nd level (3 s lots): <em>invisibility, spider climb&nbsp;</em><br />3rd level (2 slots): <em>lightning bolt</em></p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on s ight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Quarterstaff</strong></em>. Melee Weapon Attack: +1 to hit, reach 5 ft., one 41/11 target. Hit: 2 (1d6 - 1) bludgeoning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12805,
            "initiative": "",
            "name": "Derro Savant",
            "reference": "MToF",
            "size": "Small",
            "type": "Aberration"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Black Abishai</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;58 (9d8 + 18)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>(14 +2)</p></td><td><p>17 (+3)</p></td><td><p>14 (+2)</p></td><td><p>13 (+1)</p></td><td><p>16 (+3)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +6, Wis +6</p><p><strong>Skills</strong>&nbsp;Perception +6, Stealth +6</p><p><strong>Damage Resistances</strong>&nbsp;&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; acid , fire , poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;&nbsp;Draconic, Infernal, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p>&nbsp;<em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the abishai's darkvision.</p><p><em><strong>Magic Resistance.</strong></em> The abishai has advantage on saving throws against spells and other magical effects.<br /><br /><em><strong>Magic Weapons.</strong></em> The abishai's weapon attacks are magical.</p><p><em><strong>Shadow Stealth.</strong></em> While in dim light or darkness, the abishai can take the Hide action as a bonus action.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The abishai makes three attacks: two with its scimitar and one with it s bite.</p><p><em><strong>Scimitar.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) s lashing damage.</p><p><em><strong>Bite.</strong> </em>Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.</p><p><em><strong>Creeping Darkness (Recharge 6) .</strong></em> The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists,<br />the abishai can move the area of darkness up to 60 feet as a bonus action.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12806,
            "initiative": "",
            "name": "Black Abishai",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "17",
            "challenge_rating": "17",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Blue Abishai</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;195 (26d8 + 78)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>17 (+3)</p></td><td><p>22 (+6)</p></td><td><p>23 (+6)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +12, Wis +12</p><p><strong>Skills</strong>&nbsp;Arcana +12</p><p><strong>Damage Resistances</strong>&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered <br /> <strong>Damage Immunities</strong>&nbsp; fire, lightning, poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp;darkvision 120 ft., passive Perception 16 <br /> <strong>Languages</strong>&nbsp;&nbsp;Draconic, Infernal, telepathy 120 ft<br /> <strong>Challenge</strong>&nbsp;17 (18,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the abishai's darkvision.</p><p><em><strong>Magic Resistance</strong></em>. The abishai has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The abishai's weapon attacks are magical.</p><p><em><strong>Spellcasting.</strong> </em>The abishai is a 13th&middot;level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:</p><p>Cantrips (at will): <em>friends, mage hand, message, minor illusion, shocking grasp</em><br />1st level (4 slots):<em> chromatic orb, disguise self. expeditious retreat, magic missile, charm person, thunderwave</em><br />2nd level (3 slots): <em>darkness, mirror image, misty step</em><br />3rd level (3 slots): <em>dispel magic.fear, lightning bolt</em><br />4th level (3 slots): <em>dimension door, greater invisibility, ice storm</em><br />5th level (2 slots):<em> cone of cold, wall of force</em><br />6th level (1 slot):<em> chain lightning</em><br />7th level (1 slot):<em> teleport</em></p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The abishai makes two attacks: one with its quarterstaff and one with its bite.</p><p><em><strong>Quarterstaff.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12807,
            "initiative": "",
            "name": "Blue Abishai",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "15",
            "challenge_rating": "15",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Green Abishai</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;187 (25d8 + 75)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>12 (+1)</p></td><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>12 (+1)</p></td><td><p>19 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +8, Cha +9</p><p><strong>Skills</strong>&nbsp;Deception +9, Insight +6, Perception +6 , Persuasion +9</p><p><strong>Damage Resistances</strong>&nbsp;cold ; blud geoning, piercing, and slashing from nonmagical attacks that aren't silvered <br /> <strong>Damage Immunities</strong>&nbsp; fire , poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;&nbsp;Draconic, Infernal, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;15 (13,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the abishai's darkvision.</p><p><em><strong>Innate Spellcasting.</strong></em> The abishai's innate spellcasting ability is Charisma (spell save DC 17) . It can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self, major image</em><br />3/day each: <em>charm person, detect thoughts, fear</em><br />1/day each: <em>confusion, dominate person, mass suggestion</em></p><p><em><strong>Magic Resistance.</strong></em> The abishai has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The abishai's weapon attacks are magical.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Auack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12808,
            "initiative": "",
            "name": "Green Abishai",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "19",
            "challenge_rating": "19",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Red Abishai</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;22 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;255 (30d8 + 120)<br /> <strong>Speed</strong>&nbsp;30 ft ., fly 50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>23 (+6)</p></td><td><p>16 (+3)</p></td><td><p>19 (+4)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>19 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +12, Con +10, Wis + 8</p><p><strong>Skills</strong>&nbsp;Intimidation +10, Perception +8</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 18<br /> <strong>Languages</strong>&nbsp;&nbsp;Draconic, Infernal, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;19 (22,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight</strong></em>. Magical darkness doesn't impede the abishai's darkvision.</p><p><em><strong>Magic Resistance.</strong></em> The abishai has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong> </em>The abishai's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.</p><p><em><strong>Morningstar.</strong></em> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the abishai's choice that is within 120 feet a n d aware of it must succeed o n a DC 18 Wisdom saving throw or become frightened of it for 1 minute . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.</p><p><em><strong>Incite Fanaticism.</strong></em> The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.</p><p><em><strong>Power of the Dragon Queen.</strong></em> The abishai targets one dragon it can see within 120 feet ofit. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the ab ish ai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.<strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12809,
            "initiative": "",
            "name": "Red Abishai",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>White Abishai</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;68 (8d8 + 32)<br /> <strong>Speed</strong>&nbsp;30 ft. , fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>11 (+0)</p></td><td><p>18 (+4)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +6, Con +7</p><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</p><p><strong>Damage Immunities</strong>&nbsp; cold, fire, poison<br /> <strong>Condition Immunities</strong>&nbsp;poisoned <br /> <strong>Senses</strong>&nbsp; darkvision 120 ft. , passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;Draconic, Infernal, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;6 (2,300 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the abishai's darkvision.</p><p><em><strong>Magic Resistance.</strong> </em>The abishai has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons</strong></em>. The abishai's weapon attacks are magical.</p><p><em><strong>Reckless.</strong> </em>At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The abishai makes two attacks: one with its longsword and one with its claw.</p><p><em><strong>Longsword</strong></em>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.</p><p><em><strong>Bite</strong></em>. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (ld6) cold damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Vicious Reprisal.</strong></em> In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.<strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12810,
            "initiative": "",
            "name": "White Abishai",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "18",
            "challenge_rating": "18",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Amnizu</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;21 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;202 (27d8 + 81)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>13 (+1)</p></td><td><p>16 (+3)</p></td><td><p>20 (+5)</p></td><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +7, Con +9, Wis +7, Cha +10</p><p><strong>Skills</strong>&nbsp;Perception +7</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp;charmed, poisoned <br /> <strong>Senses</strong>&nbsp; darkvision 120 ft. , passive Perception 17<br /> <strong>Languages</strong>&nbsp;Common, Infernal, telepathy 1,000 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;18 (20,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight</strong></em>. Magical darkness doesn't impede the amnizu's darkvision.</p><p><em><strong>Innate Spellcasting.</strong></em> The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material<br />components:</p><p>At will: <em>charm person, command</em><br />3/day each: <em>dominate person, fireball</em><br />1/day each: <em>dominate monster, feeblemind</em></p><p><em><strong>Magic Resistance.</strong></em> The amnizu has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.</p><p><em><strong>Taskmaster Whip.</strong></em> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.</p><p><em><strong>Disruptive Touch.</strong></em> Melee Spell Attack: +11 to hit, reach 5 ft. , one target. Hit: 44 (8d10) necrotic damage.</p><p><em><strong>Poison Mind.</strong></em> The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn.</p><p><em><strong>Forgetfulness (Recharge 6)</strong></em>. The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Instinctive Charm.</strong></em> When a creature within 60 feet of the amnizu makes an attack ro ll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to ta rget. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.<strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12811,
            "initiative": "",
            "name": "Amnizu",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "",
            "full_text": "<h2>Hellfire Engine</h2><p><em>Huge construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;216 (16d12 + 112)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>20 (+5)</p></td><td><p>16 (+3)</p></td><td><p>24 (+7)</p></td><td><p>2 (-4)</p></td><td><p>10 (+0)</p></td><td><p>1 (-5)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong>&nbsp;Dex +8, Wis +5, Cha +O</p><p><strong>Damage Resistances</strong>&nbsp;cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered <br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;understands Infernal but can't speak<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Immutable Form.</strong> </em>The hellfire engine is immune to any spell or effect that would alter its form.</p><p><em><strong>Magic Resistance</strong></em>. The hellfire engine has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Flesh-Crushing Stride.</strong></em> The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire<br />engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path . On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.<br />&nbsp; &nbsp;If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same&nbsp;space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.</p><p><em><strong>Hellfire Weapons.</strong></em> The hellfire engine uses one of the following<br />options:</p><p><strong>Bonemelt Sprayer.</strong> The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18<br />(4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fai l the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.</p><p><strong>Lightning Flail.</strong> Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hell fire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.</p><p><strong>Thunder Cannon.</strong> The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2dl2) thunder damage on a failed save, or half as much damage on a successful one.</p><p>If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a <em>wish</em> spell or killing the<br />lemure and casting <em>true resurrection</em> on the creature's original body can restore it to life. Constructs and devils are immune to this effect.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12812,
            "initiative": "",
            "name": "Hellfire Engine",
            "reference": "MToF",
            "size": "Huge",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Merregon</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;45 (6d8 + 18)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>17 (+3)</p></td><td><p>6 (-2)</p></td><td><p>12 (+1)</p></td><td><p>8 (-1)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p><strong>Damage Resistances</strong>&nbsp;&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; frightened , poisoned<br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 11 <br /> <strong>Languages</strong>&nbsp;&nbsp;understands Infernal but can't speak, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;4 (1,100 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the merregon's darkvision.</p><p><em><strong>Magic Resistance.</strong></em> The merregon has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Multiattack. The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.</p><p>Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.</p><p>Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Loyal Bodyguard.</strong></em> When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12813,
            "initiative": "",
            "name": "Merregon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Narzugon</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (plate armor, shield)<br /> <strong>Hit Points</strong>&nbsp;112 (15d8 + 45)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>20 (+5)</p></td><td><p>10 (+0)</p></td><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +5, Con +8, Cha +9</p><p><strong>Skills</strong>&nbsp;Perception +7</p><p><strong>Damage Resistances</strong>&nbsp; acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 17<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Infernal, telepathy 120 ft .<br /> <strong>Challenge</strong>&nbsp;13 (10,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Diabolical Sense.</strong></em> The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.</p><p><em><strong>Infernal Tack.</strong></em> The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.</p><p><em><strong>Magic Resistance.</strong></em> The narzugon has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.</p><p><em><strong>Hellfire Lance.</strong></em> Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a <em>wish</em> spell or killing the lemure and casting<em> true resurrection</em> on the creature's original body can restore it to life. Constructs and devils are immune to this effect.</p><p><em><strong>Infernal Command.</strong></em> Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.</p><p>Terrifying Command. Each creature that isn' t a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.</p><p><em><strong>Healing (1/Day).</strong></em> The narzugon, or one creature it touches, regains up to 100 hit points.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12814,
            "initiative": "",
            "name": "Narzugon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Nupperibo</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;13 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;Points 11 (2d8 + 2)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>11 (+0)</p></td><td><p>13 (+1)</p></td><td><p>3 (-4)</p></td><td><p>8 (1)</p></td><td><p>1 (-5)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +1</p><p><strong>Damage Resistances</strong>&nbsp; acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; blinded, charmed, frightened , poisoned<br /> <strong>Senses</strong>&nbsp;blindsight 10 ft. (blind beyond this radius), passive Perception 11 <br /> <strong>Languages</strong>&nbsp;&nbsp;understands Infernal but can't speak<br /> <strong>Challenge</strong>&nbsp;1/2 (100 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Cloud of Vermin</strong></em>. Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.</p><p><em><strong>Hunger-Driven.</strong></em> In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12815,
            "initiative": "",
            "name": "Nupperibo",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Orthon</h2><p><em>Large fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (half plate)<br /> <strong>Hit Points</strong>&nbsp;105 (10d10 + 50)<br /> <strong>Speed</strong>&nbsp;30 ft., climb 30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>16 (+3)</p></td><td><p>21 (+5)</p></td><td><p>15 (+2)</p></td><td><p>15 (+2)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +7, Con +9, Wis +6</p><p><strong>Skills</strong>&nbsp;Perception +10, Stealth +11, Survival +10</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire , poison<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, poisone d <br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., truesight 30 ft., passive Perception 20<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Infernal, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Invisibility Field.</strong></em> The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person . This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.</p><p><em><strong>Magic Resistance.</strong></em> The orthon has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Infernal Dagger.</strong></em> Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure , the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Brass Crossbow</strong></em>. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects :</p><p><strong>1. Acid.</strong> The target must make a DC 17 Constitution saving throw, taking an additional 17 (Sd6) acid damage on a failed save, or half as much damage on a successful one.<br /><strong>2 . Blindness (1/Day).</strong> T he target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn.<br /><strong>3. Concussion.</strong> The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.<br /><strong>4. Entanglement.</strong> The target must make a successful DC 17 Dexterity savin g throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other tha n a n orthon that touches the<br />restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.<br /><strong>5. Paralysis (1/Day).</strong> The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br /><strong>6. Tracking.</strong> For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.<strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong><em>Explosive Retribution.</em></strong> When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12816,
            "initiative": "",
            "name": "Orthon",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "19",
            "challenge_rating": "19",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Bael</h2><p><em>Large fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;189 (18d10 + 90)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>24 (+7)</p></td><td><p>17 (+3)</p></td><td><p>20 (+5)</p></td><td><p>21 (+5)</p></td><td><p>24 (+7)</p></td><td><p>24 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9, Con +11, Int +11, Cha +13</p><p><strong>Skills</strong>&nbsp;Intimidation +13, Perception +13, Persuasion +13</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp;fire, poison <br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp;truesight 120 ft. , passive Perception 23 <br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;19 (22,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Dreadful.</strong></em> Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22<br />Wisdom saving throw or be frightened until the start of the creature's next turn.</p><p><em><strong>Innate Spellcasting</strong></em>. Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self</em> (can become Medium when changing his appearance), <em>animate dead, charm person, detect magic,&nbsp;</em><em>inflict wounds</em> (as an 8th-level spell), <em>invisibility</em> (self only),<em> major image</em><br />3/day each: <em>counterspell, dispel magic, fly, suggestion, wall of fire</em><br />1/day each: d<em>ominate monster, symbol</em> (stunning only)</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Bael fails a saving throw, he can choose to succeed instead.<br /><br /><em><strong>Magic Resistance.</strong></em> Bael has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Bael's weapon attacks are magical.&nbsp;</p><p><em><strong>Regeneration.</strong></em> Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> Bael makes two melee attacks.</p><p><em><strong>Hellish Morningstar.</strong></em> Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.</p><p><em><strong>Infernal Command.</strong></em> Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.</p><p><em><strong>Teleport.</strong></em> Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn.</p><p><strong>Attack (Cost 2 Actions)</strong>. Bael attacks once with his hellish morningstar.</p><p><strong>Awaken Greed.</strong> Bael casts charm person or major image.</p><p><strong>Infernal Command.</strong> Bael uses his Infernal Command action.</p><p><strong>Teleport.</strong> Bael uses his Teleport action.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12817,
            "initiative": "",
            "name": "Bael",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "22",
            "challenge_rating": "22",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Geryon</h2><p><em>Huge fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;300 (24d12 + 144)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>29 (+9)</p></td><td><p>17 (+3)</p></td><td><p>22 (+6)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td><td><p>23 (+6)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +10, Con +13, Wis +10, Cha +13</p><p><strong>Skills</strong>&nbsp;Deception +13, Intimidation +13, Perception +10</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; cold, fire, poison<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, poisoned <br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 20<br /> <strong>Languages</strong>&nbsp;all, telepathy 120 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;22 (41 ,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self</em> (can become Medium when changing his appearance),<em> detect magic, geas, ice storm, invisibility</em> (self only),<em> locate object, suggestion, wall of ice</em><br />1/day each: <em>divine word, symbol</em> (pain only)</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Geryon fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Geryon has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Geryon's weapon attacks are magical.</p><p><em><strong>Regeneration.</strong></em> Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at&nbsp;the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>Geryon makes two attacks: one with his claws and<br />one with his stinger.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple<br />ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.</p><p><em><strong>Stinger.</strong></em> Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.</p><p><em><strong>Teleport.</strong></em> Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong>&nbsp;</strong>Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn.</p><p><strong>Infernal Glare.</strong> Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.</p><p><strong>Swift Sting (Costs 2 Actions).</strong> Geryon attacks with his stinger.&nbsp;</p><p><strong>Teleport.</strong> Geryon uses his Teleport action.</p><p>&nbsp;</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of<br />the following effects; he can't use the same effect two rounds in a row:</p><p>&bull; Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.</p><p>&bull; Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.</p><p>&bull; Geryon casts the <em>banishment</em> spell.</p><p>&nbsp;</p><h4>REGIONAL EFFECTS</h4><p>The region containing Geryon's lair is warped by his magic, creating one or more of the following<br />effects:</p><p>&bull; Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.</p><p>&bull; Freezing strong winds howl around the area within 1 mile of the lair.</p><p>&bull; Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.</p><p>If Geryon dies, these effects fade over the course of 1d10 days.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12818,
            "initiative": "",
            "name": "Geryon",
            "reference": "MToF",
            "size": "Huge",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "21",
            "challenge_rating": "21",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Hutijin</h2><p><em>Large fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;200 (16d10 + 112)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 60 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>27 (+8)</p></td><td><p>15 (+2)</p></td><td><p>25 (+7)</p></td><td><p>23 (+6)</p></td><td><p>19 (+4)</p></td><td><p>25 (+7)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9, Con + 14, Wis+ 11</p><p><strong>Skills</strong>&nbsp;Intimidation +14, Perception +11</p><p><strong>Damage Resistances</strong>&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered <br /> <strong>Damage Immunities</strong>&nbsp;fire, poison <br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; truesight 120 ft., passive Perception 21<br /> <strong>Languages</strong>&nbsp;all, telepathy 120 ft.&nbsp;<br /> <strong>Challenge</strong>&nbsp;21 (33,000 XP)</p><hr /><p><em><strong>Infernal Despair.</strong></em> Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.</p><p><em><strong>Innate Speffcasting.</strong> </em>Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self</em> (can become Medium when changing his appearance),<em> animate dead, detect magic, hold monster, invisibility</em> (self only), <em>lightning bolt, suggestion, wall of fire</em><br />3/day: <em>dispel magic</em><br />1/day each:<em> heal, symbol</em> (hopelessness only)</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Hutijin fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Hutijin has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Hutijin's weapon attacks are magical.&nbsp;</p><p><em><strong>Regeneration.</strong></em> Hutijin regains 20 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only ifhe starts his turn with 0 hit points and doesn't regenerate.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong></em> Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: + 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.</p><p><em><strong>Mace.</strong></em> Me lee Weapon Attack:+ 15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.</p><p><em><strong>Tail.</strong></em> Melee Weapon Attack: +15 to hit, reach 10 ft. , one target. Hit: 19 (2dl0 + 8) bludgeoning damage.</p><p><em><strong>Teleport.</strong></em> Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p><em><strong>Fearful Voice (Recharge 5-6).</strong></em> In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.</p><p><strong>Attack.</strong> Hutijin attacks once with his mace.</p><p><strong>Lightning Storm (Costs 2 Actions).</strong> Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.</p><p><strong>Teleport</strong>. Hutijin uses his Teleport action.</p>",
            "hit_dice": "",
            "id": 12819,
            "initiative": "",
            "name": "Hutijin",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "21",
            "challenge_rating": "21",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Moloch</h2><p><em>Large fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;253 (22d10 + 132)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>26 (+8)</p></td><td><p>19 (+4)</p></td><td><p>22 (+6)</p></td><td><p>21 (+5)</p></td><td><p>18 (+4)</p></td><td><p>23 (+6)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex+11, Con +13, Wis +11, Cha +13</p><p><strong>Skills</strong>&nbsp;Deception +13, Intimidation +13, Perception +11</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp;fire, poison <br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, poisoned <br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 21<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;21 (33 ,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</p><div>At will: <em>alter self</em> (can become Medium when changing his appearance). <em>animate dead, burning hands</em> (as a 7th-level spell),<em> confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire</em><br />1/day each: flame <em>strike, symbol</em> (stunning only)</div><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Moloch fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Moloch has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Moloch's weapon attacks are magical.</p><p><em><strong>Regeneration</strong></em>. Moloch regains 20 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack:+ 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.</p><p><em><strong>Many-Tailed Whip</strong></em>. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.</p><p><em><strong>Breath of Despair (Recharge 5-6).</strong></em> Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its<br />turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.</p><p><em><strong>Teleport.</strong></em> Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn.</p><p><strong>Stinking Cloud.</strong> Moloch casts stinking cloud.</p><p><strong>Teleport.</strong> Moloch uses his Teleport action.</p><p><strong>Whip.</strong> Moloch makes one attack with his whip.</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12820,
            "initiative": "",
            "name": "Moloch",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "Demon",
            "full_text": "<h2>Titivilus</h2><p><em>Medium fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;40 ft., fly 60 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>22 (+6)</p></td><td><p>17 (+3)</p></td><td><p>24 (+7)</p></td><td><p>22 (+6)</p></td><td><p>26 (+8)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +11, Con +8 , Wis +11 , Cha +13</p><p><strong>Skills</strong>&nbsp;Deception +13, Insight +11 , Intimidation +13 , Persuasion +13</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft.<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</p><p>At will: <em>alter self. animate dead, bestow curse, confusion, major&nbsp;</em><em>image, modify memory, nondetection, sending, suggestion</em><br />3/day each : <em>greater invisibility</em>&nbsp;(self only), <em>mislead</em><br />1/day each:&nbsp;<em>feeblemind, symbol</em> (discord or sleep only)</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> lf Titivilus fails a saving throw, he can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Titivilus has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> Titivilus's weapon attacks are magical.</p><p><em><strong>Regeneration.</strong></em> Titivilus regains 10 hit points at the start of his turn. lf he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts<br />his turn with 0 hit points and doesn't regenerate.</p><p><em><strong>Ventriloquism.</strong></em> Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack .</strong></em> Titivilus makes one sword attack and uses his Frightful Word once.</p><p><em><strong>Silver Sword.</strong></em> Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.</p><p><em><strong>Frightful Word.</strong></em> Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Teleport</strong></em>. Titivllus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p><em><strong>Twisting Words.</strong></em> Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The<br />charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong>&nbsp;</strong>Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn.</p><p><strong>Assault (Costs 2 Actions).</strong> Titivilus attacks with his silver sword or uses his Frightful Word.</p><p><strong>Corrupting Guidance.</strong> Titivilus uses Twisting Words . Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target act s during its next turn.&nbsp;</p><p><strong>Teleport.</strong> Titivilus uses his Teleport action.</p>",
            "hit_dice": "",
            "id": 12821,
            "initiative": "",
            "name": "Titivilus",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "26",
            "challenge_rating": "26",
            "environment": "",
            "family": "Devil",
            "full_text": "<h2>Zariel</h2><p><em>Large fiend (devil), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;21 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;580 (40d10 + 360)<br /> <strong>Speed</strong>&nbsp;50&nbsp;ft., fly 150 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>27 (+8)</p></td><td><p>24 (+7)</p></td><td><p>28 (+9)</p></td><td><p>26 (+8)</p></td><td><p>27 (+8)</p></td><td><p>30 (+10)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +16, Wis +16, Cha +18</p><p><strong>Skills</strong>&nbsp;Intimidation +18, Perception +16</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br /> <strong>Damage Immunities</strong>&nbsp; necrotic, poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 26<br /> <strong>Languages</strong>&nbsp;&nbsp;all, telepathy 120 ft<br /> <strong>Challenge</strong>&nbsp;26 (90,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Devil's Sight.</strong> </em>Magical darkness doesn't impede Zariel's darkvision.</p><p><em><strong>Fiery Weapons.</strong></em> Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).</p><p><em><strong>Innate Spellcasting</strong></em>. Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately casuhe following spells, requiring no mate rial components:</p><p>At will: <em>alter self</em> (can become Medium when changing her appearance), <em>detect evil and good, fireball, invisibility</em> (self only), <em>wall of fire</em><br />3/day each: <em>blade barrier, dispel evil and good, finger of death</em></p><p><em><strong>Legendary Resistance (3/ Day).</strong></em> lf Zariel fails a saving throw, she can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> Zariel has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Regeneration.</strong> </em>Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zari el dies only if she starts her turn with 0 hit points and doesn't regenerate.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.</p><p><em><strong>Longsword.</strong> </em>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage.</p><p><em><strong>Javelin.</strong></em> Melee or Ranged Weapon Attack:+ 16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.</p><p><em><strong>Horrid Touch (Recharge 5-6)</strong> </em>. Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Teleport.</strong></em> Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn.</p><p><strong>Immolating Gaze (Costs 2 Actions).</strong> Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.</p><p><strong>Teleport</strong> . Zariel uses her Teleport action.</p><p>&nbsp;</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:</p><p>&bull; Zariel casts major image four times at its lowest level , targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round . Each creature that can see these illusions&nbsp;must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p>&bull; Zariel casts her innate fireball spell.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:</p><p>&bull; The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.</p><p>&bull; Once every 60 feet within 1 mile of the lair, 10-foothigh gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.</p><p>&bull; The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured . The smoke can't be cleared away.</p><p>If Zariel dies, these effects fade over the course of 1d10 days.</p>",
            "hit_dice": "",
            "id": 12822,
            "initiative": "",
            "name": "Zariel",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow Arachnomancer</h2><p><em>Medium humanoid (elf), chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (studded leather)<br /> <strong>Hit Points</strong>&nbsp;162 (25d8 + 50)<br /> <strong>Speed</strong>&nbsp;30 ft., climb 30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>17 (+3)</p></td><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>14 (+2)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +7, Int +9 , Cha +8</p><p><strong>Skills</strong>&nbsp;Con +7, Int +9 , Cha +8</p><p><strong>Damage Resistances</strong>&nbsp; poison<br /> <strong>Senses</strong>&nbsp; blindsight 10 ft., darkvision 120 ft., passive Perception 17<br /> <strong>Languages</strong>&nbsp;&nbsp;Elvish, Undercommon, can speak with spiders<br /> <strong>Challenge</strong>&nbsp;13 (10,000 XP)</p><hr /><p><strong><em>Chang</em><em>e </em><em>Shape </em><em>(</em><em>Recharges aft</em><em>er </em><em>a Short or Long Rest)</em><em>. </em></strong>The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.</p><p><em>&nbsp;</em></p><p><strong><em>F</em><em>e</em><em>y Anc</em><em>es</em><em>t</em></strong><em><strong>ry.</strong> </em>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</p><p>&nbsp;</p><p><strong><em>Innat</em><em>e </em><em>Spellcast</em><em>i</em><em>ng</em><em>. </em></strong>The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>dancing </em><em>lights</em></p><p>1/day each: <em>darkness, faer</em><em>ie </em><em>fire, levitate </em>(self only)</p><p><em>&nbsp;</em></p><p><strong><em>S</em><em>p</em><em>e</em><em>ll</em><em>c</em><em>ast</em><em>i</em><em>ng</em><em>. </em></strong>The drow is a 16th-level spellcaster. Its spellcast- ing ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short <em>or </em>long rest. It knows the following warlock spells:</p><p>Cantrips (at will): <em>chill touch</em><em>, </em><em>eldritch blast, mage hand</em><em>, </em><em>poison spray</em></p><p>1st-5th level (3 5th -level slots): <em>conjure </em><em>animals </em>(spiders only), <em>crown of </em><em>madness</em><em>, </em><em>dimension </em><em>door, d</em><em>is</em><em>pel magic, fear</em><em>, </em><em>fly</em><em>, </em><em>giant</em> <em>insec</em><em>t</em><em>, </em><em>hold monster</em><em>, </em><em>insect </em><em>plague</em><em>, </em><em>invisibility, </em><em>vampiric touch, web</em><em>, </em><em>witch bolt</em></p><p>1/day each: <em>dominate monster</em><em>, </em><em>etherealness</em><em>, </em><em>eyebite</em></p><p><em>&nbsp;</em></p><p><strong><em>Spid</em><em>e</em><em>r Climb</em></strong><em><strong>.</strong> </em>The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><em>&nbsp;</em></p><p><strong><em>Sunlight S</em><em>e</em><em>n</em><em>si</em><em>tiv</em><em>i</em><em>t</em></strong><em><strong>y.</strong> </em>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p><strong><em>&nbsp;</em></strong></p><p><strong><em>W</em><em>e</em><em>b Wal</em><em>k</em><em>er</em></strong><em>. </em>The drow ignores movement restrictions caused by webbing.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong><em>Mult</em><em>i</em><em>attack</em></strong><em><strong>.</strong> </em>The drow makes two poisonous touch attacks <em>or</em> s two bite attacks. The first of these attacks that hits each round, deals an extra 26 (4d12) poison damage to the target.</p><p><em>&nbsp;</em></p><p><strong><em>P</em><em>oiso</em><em>no</em><em>us </em><em>Tou</em><em>c</em><em>h </em><em>(</em><em>Humano</em><em>i</em><em>d Fo</em><em>rm </em><em>Only</em></strong><em><strong>).</strong> Melee Weapon </em><em>Attack: </em>+8 to hit, reach <em>5 </em>ft., one target. <em>H</em><em>it: </em>28 (8d6) poison damage.</p><p><em>&nbsp;</em></p><p><strong><em>B</em><em>ite </em><em>(Gia</em><em>nt Sp</em><em>i</em><em>der For</em><em>m </em><em>On</em></strong><em><strong>ly)</strong>. </em><em>Melee </em><em>Weapon Attack</em><em>: </em>+7 to hit, reach <em>5 </em>ft., one target. <em>Hit: </em>12 (2d8 + 3) piercing damage, and. the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, <em>even </em>after regaining hit points, and is paralyzed while poisoned in this way</p><p><em>&nbsp;</em></p><p><strong><em>W</em><em>e</em><em>b (</em><em>G</em><em>i</em><em>a</em><em>nt Sp</em><em>i</em><em>d</em><em>e</em><em>r Form On</em><em>ly; Rech</em><em>ar</em><em>ge </em><em>5-6</em></strong><em><strong>).</strong> Ranged </em><em>Weapon </em><em>Attack: </em>+8 to hit, range 30/60 ft., one target. <em>Hit: </em>The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage).</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12823,
            "initiative": "",
            "name": "Drow Arachnomancer ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "18",
            "challenge_rating": "18",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow Favored Consort</h2><p><em>Medium humanoid (elf), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;15 (18 with mage armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;225 (30d8 + 90)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>20 (+5)</p></td><td><p>16 (+3)</p></td><td><p>18 (+4)</p></td><td><p>15 (+2)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +11 , Con +9, Cha +10</p><p><strong>Skills&nbsp;</strong>Acrobatics + 11, Athletics +8, Pe rception +8 , Stealth +11</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 18<br /> <strong>Languages</strong>&nbsp;Elvish, Undercommon&nbsp;<br /> <strong>Challenge</strong>&nbsp;18 (20,000 XP)</p><hr /><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</p><p><strong><em>Innate </em></strong><em><strong>Spellcasting.</strong> </em>The drow's innate spellcasting ability is damage is Charisma (spell save DC 18). It can innately cast the following</p><p>spells, requiring no material components:</p><p>At will: <em>dancing lights </em></p><p>1/day each: <em>darkness. faerie fire, levitate </em>(self only)</p><p>&nbsp;</p><p><strong><em>Spellcasting</em><em>. </em></strong>The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, + 10 to hit with spell attacks). It has the following wizard spells prepared:</p><p>Cantrips (at will): <em>mage hand, message</em><em>, </em><em>poi</em><em>s</em><em>on </em><em>s</em><em>pray</em><em>, </em><em>shocking grasp, ray of frost </em></p><p>1st level (4 slots): <em>burning </em><em>hands</em><em>, </em><em>mage </em><em>armor, magic missile,</em></p><p><em>shield</em></p><p>2nd level (3 slots): <em>gust of wind</em><em>, </em><em>invisibility, misty step</em><em>, </em><em>shatter</em></p><p>3rd level (3 s lots): <em>counterspell</em><em>, </em><em>fireball</em><em>, </em><em>haste</em></p><p>4th level (3 slots): <em>dimension door</em><em>, </em><em>Otiluke</em><em>'</em><em>s </em><em>resilient </em><em>sphere</em></p><p>5th level (2 slots): <em>cone of cold</em></p><p>6th level (1 slot): <em>chain lightning</em></p><p><em>&nbsp;</em></p><p><strong><em>Sunlight Sensitivity. </em></strong>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p><strong><em>War </em><em>Magic</em><em>. </em></strong>When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.</p><p><em>&nbsp;</em></p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong> </em>The drow makes three scimitar attacks.</p><p><strong><em>Scimitar. </em></strong><em>M</em><em>e</em><em>lee Weapon Attack: </em>+11 to hit, reach 5 ft., one target. <em>H</em><em>i</em><em>t: </em>8 (ld6 + 5) slashing damage plus 18 (4d8) poison. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.</p><p><strong><em>Hand </em></strong><em><strong>Crossbow.</strong> Ranged Weapon Attack: </em>+11 to hit, range 30/120 ft., one target. <em>Hit: </em>8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for l hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12824,
            "initiative": "",
            "name": "Drow Favored Consort",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow House Captain</h2><p><em>Medium humanoid (elf), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;16 (chain mail)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;162 (25d8 + 50)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>15 (+2)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +8, Con +6, Wis +6</p><p><strong>Skills</strong>&nbsp;Percep t ion +6, Stealth +8</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;Elvish, Undercommon&nbsp;<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Battle Command.</strong></em> As a bonus action, the drow targets one ally he can see within 30 feet of him . If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.</p><p><em><strong>Fey Ancestry.</strong></em> The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</p><p><em><strong>Innate Spellcasting.</strong></em> The drow's innate spellcasting a bility is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:</p><p>At will :<em> dancing lights</em><br />1/day each:<em> darkness , faerie fire , levitate</em> (self only)</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack</strong></em>. The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.</p><p><em><strong>Scimitar.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.</p><p><em><strong>Whip.</strong> </em>Melee Weapon Attack: +8 to hit, reach 10 ft ., one target. Hit : 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.</p><p><em><strong>Hand Crossbow.</strong></em> Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If t he saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Parry.</strong></em> The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12825,
            "initiative": "",
            "name": "Drow House Captain ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow Inquisitor</h2><p><em>Medium humanoid (elf), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (breastplate)<br /> <strong>Hit Points</strong>&nbsp;143 (22d8 + 44)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+1)</p></td><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>16 (+3)</p></td><td><p>21(+5)</p></td><td><p>20 (+5)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +7, Wis +10 , Cha +10</p><p><strong>Skills</strong>&nbsp;Insight +10 , Perception +10 , Religion +8 , Stealth +7</p><p><strong>Condition Immunities</strong> frightened</p><p><strong>Senses</strong>&nbsp; darkvis ion 120 ft., passive Perception 20<br /> <strong>Languages</strong>&nbsp;&nbsp;Elvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;14 (11 ,500 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Discern Lie.</strong></em> The drow knows when she hears a creature speak a lie in a language she knows.</p><p><em><strong>Fey Ancestry.</strong></em> The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</p><p><em><strong>Innate Spellcasting.</strong></em> The drow's innate spellcast ing ability is Charisma (spell save DC 18) . She can innately cast the following spells, requiring no material components:</p><p>At will: <em>dancing lights, detect magic</em><br />1/day each:<em> clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion</em></p><p><em><strong>Magic Resistance.</strong></em> The drow has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Spellcasting</strong>.</em> The drow is a 12th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, message, poison spray, resistance, thaumaturgy</em><br />1st level (4 slot s): <em>bane, cure wounds, inflict wounds</em><br />2nd level (3 slots) : <em>blindness/deafness. silence, spiritual weapon</em><br />3rd level (3 slots) : <em>bestow curse , dispel magic, magic circle</em><br />4th level (3 slots): <em>banishment, divination, freedom of movement</em><br />5th leve l (2 slots):<em> contagion, dispel evil and good, insect plague</em><br />6th level (1 slot) : <em>harm, true seeing</em></p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The drow makes three death lance attacks.</p><p><em><strong>Death Lance.</strong></em> Melee Weapon Attack: +10 to hit , reach 5 ft. , one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12826,
            "initiative": "",
            "name": "Drow Inquisitor",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "20",
            "challenge_rating": "20",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow Matron Mother</h2><p><em>Medium humanoid (elf), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (half plate)<br /> <strong>Hit Points</strong>&nbsp;262 (35d8 + 105)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>21 (+5)</p></td><td><p>22 (+6)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +9, Wis + 11 , Cha + 12</p><p><strong>Skills</strong>&nbsp;Insight +11, Perception +11, Religion +9, Stealth +10</p><p><strong>Condition Immunities</strong>&nbsp; charmed, frightened , poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft. , passive Perception 21<br /> <strong>Languages</strong>&nbsp;&nbsp;Elvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;20 (25,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fey Ancestry.</strong></em> The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</p><p><em><strong>Innate Spellcasting.</strong></em> The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:</p><p>At will: <em>dancing lights, detect magic</em><br />1/day each: <em>clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion</em></p><p><em><strong>Lolth's Fickle Favor.</strong></em> As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.</p><p><em><strong>Magic Resistance.</strong></em> The drow has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Spellcasting</strong></em>. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, mending, resistance, sacred flame, thaumaturgy</em><br />1 st level (4 slots): <em>bane, command, cure wounds, guiding bolt</em><br />2nd level (3 slots): <em>hold person, silence, spiritual weapon</em><br />3rd level (3 slots): <em>bestow curse, clairvoyance, dispel magic, spirit guardians</em><br />4th level (3 slots): <em>banishment, death ward, freedom of movement, guardian of faith</em><br />5th level (3 slots):<em> contagion, flame strike, geas, mass cure wounds</em><br />6th level (2 slots): <em>blade barrier, harm</em><br />7th level (2 slots): <em>divine word, plane shift</em><br />8th level (1 slot): <em>holy aura</em><br />9th level (1 slot): <em>gate</em></p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.</p><p>Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC&nbsp;19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p>Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved , it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.</p><p>Summon Servant (1/Day). The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.</p><p><strong>Demon Staff.</strong> The drow makes one attack with her demon staff.</p><p><strong>Compel Demon (Costs 2 Actions).</strong> An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.</p><p><strong>Cast a Spell (Costs 1-3 Actions).</strong> The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12827,
            "initiative": "",
            "name": "Drow Matron Mother",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Drow Shadowblade</h2><p><em>Medium humanoid (elf), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (studded leather)<br /> <strong>Hit Points</strong>&nbsp;150 (20d8 + 60)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>21 (+5)</p></td><td><p>16 (+3)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +9, Con +7, Wis +6</p><p><strong>Skills</strong>&nbsp;Perception +6, Stealth +9</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;Elvish, Undercommon&nbsp;<br /> <strong>Challenge</strong>&nbsp;11 (7,200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fey Ancestry.</strong> </em>The drow has advantage on saving throws against being charmed, and magic can't put the drow to s leep.</p><p><em><strong>Innate Spellcasting.</strong> </em>The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>dancing lights</em><br />1/day each: <em>darkness, faerie fire, levitate</em> (self only)</p><p><em><strong>Shadow Step.</strong></em> While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then&nbsp;has advantage on the first melee attack it makes before the end of the turn.</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.</p><p><em><strong>Shadow Sword.</strong></em> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.</p><p><em><strong>Hand Crossbow.</strong></em> Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in th is way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12828,
            "initiative": "",
            "name": "Drow Shadowblade ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Despot</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;21 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;119 (14d8 + 56)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>20 (+5)</p></td><td><p>5 (-3)</p></td><td><p>19 (+4)</p></td><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong>&nbsp;Con +8, Wis +6</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; harmed, exhaustion, frightened, paralyzed, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 12<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;12 (8,400 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting (Psionics).</strong></em> The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:</p><p>At will:<em> mage hand, minor illusion</em><br />1/day each: <em>counterspell, misty step, stinking cloud</em></p><p><em><strong>Magic Resistance.</strong> </em>The duergar has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Psychic Engine.</strong></em> When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.</p><p><em><strong>Iron Fist.</strong> </em>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.</p><p><em><strong>Stomping Foot.</strong></em> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (ld8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target.</p><p><em><strong>Flame Jet.</strong> </em>The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12831,
            "initiative": "",
            "name": "Duergar Despot",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<h2>Duergar&nbsp;Hammerer</h2><p><em>Medium construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;33 (6d8 + 6)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>7 (-2)</p></td><td><p>12 (+1)</p></td><td><p>5 (-3)</p></td><td><p>5 (-3)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p><strong>Damage Immunities</strong>&nbsp;&nbsp;poison</p><p><strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 7<br /> <strong>Languages</strong>&nbsp;&nbsp;understands Dwarvish but can't speak<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Engine of Pain.</strong></em> Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.</p><p><em><strong>Siege Monster.</strong> </em>The hammerer deals double damage to objects and structures.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The hammerer makes two attacks: one with its claw and one with its hammer.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) bludgeoning damage.</p><p><em><strong>Hammer.</strong> </em>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12832,
            "initiative": "",
            "name": "Duergar Hammerer",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Kavalrachni</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (scale mail, shield)<br /> <strong>Hit Points</strong>&nbsp;26 (4d8 + 8)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;poison</p><p><strong>Senses</strong>&nbsp;darkvision 120 ft., passive Perception 10 <br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Cavalry Training.</strong></em> When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.</p><p><em><strong>Duergar Resilience.</strong></em> The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</p><p><em><strong>Sunlight Sensitivity.</strong> </em>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on s ight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The duergar makes two war pick attacks.</p><p><em><strong>War Pick.</strong></em> Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage.</p><p><em><strong>Heavy Crossbow.</strong></em> Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.</p><p><em><strong>Shared Invisibility (Recharges after a Short or Long Rest).</strong></em> The duergar magically turns invisible for up to 1 hour or until it attacks, it cast s a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12833,
            "initiative": "",
            "name": "Duergar Kavalrachni",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Mind Master</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;14 (leather armor)<br /> <strong>Hit Points</strong>&nbsp;39 (6d8 + 12)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>17 (+3)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>10 (+0)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +2</p><p><strong>Skills</strong>&nbsp;Perception +2, Stealth +5</p><p><strong>Damage Resistances</strong>&nbsp; &nbsp;poison<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., truesight 30 ft., passive Perception 12<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Duergar Resilience.</strong> </em>The duergar has advantage on saving throws against poison, spells, and il lusions, as well as to resist being charmed or paralyzed.</p><p><em><strong>Sunlight Sensitivity.</strong> </em>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The duergar makes two melee attacks. It can re place one of those attacks with a use of Mind Mastery.</p><p><em><strong>Mind-Poison Dagger.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.</p><p><em><strong>Invisibility (Recharge 4- 6).</strong></em> The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</p><p><em><strong>Mind Mastery.</strong> </em>The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.</p><p><em><strong>Reduce (Recharges after a Short or Long Rest).</strong></em> For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. ft can also take a bonus action on each of its turns to take the Hide action.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12834,
            "initiative": "",
            "name": "Duergar Mind Master",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Duergar Screamer</h2><p><em>Medium construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;38 (7d8 + 7)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>7 (-2)</p></td><td><p>12 (+1)</p></td><td><p>5 (-3)</p></td><td><p>5 (-3)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p><strong>Damage Immunities</strong>&nbsp;&nbsp;poison</p><p><strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, paralyzed, petrified, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 7<br /> <strong>Languages</strong>&nbsp;&nbsp;understands Dwarvish but can't speak<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Engine of Pain.</strong></em> Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The screamer makes one drill attack and uses its Sonic Scream.</p><p><em><strong>Drill.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.</p><p><em><strong>Sonic Scream.</strong></em> The screamer emits destructive energy in a 15 foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12835,
            "initiative": "",
            "name": "Duergar Screamer",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Soulblade</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;14 (leather armor)<br /> <strong>Hit Points</strong>&nbsp;Points 18 (4d8)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>16 (+3)</p></td><td><p>10 (+0)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;poison</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;1&nbsp;(200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Duergar Resilience.</strong></em> The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</p><p><em><strong>Create Soulblade.</strong></em> As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.</p><p><em><strong>Innate Spellcasting (Psionics).</strong></em> The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>blade ward, true strike</em><br />3/day each: <em>jump, hunter's mark</em></p><p><em><strong>Sunlight Sensitivity.</strong> </em>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Soulblade.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.</p><p><em><strong>Enlarge (Recharges after a Short or Long Rest).</strong></em> For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</p><p><em><strong>Invisibility (Recharges after a Short or Long Rest).</strong></em> The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12836,
            "initiative": "",
            "name": "Duergar Soulblade",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Stone Guard</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (chain mail, shield)<br /> <strong>Hit Points</strong>&nbsp;39 (6d8 + 12)<br /> <strong>Speed</strong>&nbsp;Speed 25 ft.</p><hr /><p>&nbsp;</p><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;poison</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p><strong><em>Due</em><em>r</em><em>gar Res</em><em>ili</em><em>ence</em><em>. </em></strong>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</p><p><strong><em>Phalanx Fo</em></strong><em><strong>rmation</strong>. </em>The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.</p><p><strong><em>Sunlight Sensitivity</em></strong><em><strong>.</strong> </em>While in sunlight, the duergar has 'disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong><em>King's Knife </em></strong><em><strong>(Shortsword).</strong> Melee Weapon Attack</em><em>: </em>+6 to hit, reach 5 ft., o ne target. <em>Hit: </em>7 (1d6 + 4) piercing dam age, or 11 (2d6 + 4) piercing damage while enlarged.</p><p>&nbsp;</p><p><strong><em>Javelin. </em></strong><em>Melee or </em><em>Ranged </em><em>Weapon Attack: </em>+6 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit: </em>7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.</p><p><em>&nbsp;</em></p><p><strong><em>Enlarge </em><em>(Recharges </em><em>after a Short or Long Re</em><em>s</em></strong><em><strong>t).</strong> </em>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength -based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</p><p><em>&nbsp;</em></p><p><strong><em>Invisibility (Recharges after a Short or Long Rest)</em></strong><em>. </em>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12837,
            "initiative": "",
            "name": "Duergar Stone Guard",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "6",
            "challenge_rating": "6",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Warlord</h2><p><em>Medium humanoid (dwarf), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (plate mail, shield)<br /> <strong>Hit Points</strong>&nbsp;75 (10d8 + 30)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>11 (+0)</p></td><td><p>17 (+3)</p></td><td><p>12 (+1)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;poison</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;6 (2,300 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Duergar Resilience.</strong></em> The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.</p><p><em><strong>Psychic-Attuned Hammer.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.</p><p><em><strong>Javelin.</strong></em> Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.</p><p><em><strong>Call to Attack.</strong></em> Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.</p><p><em><strong>Enlarge (Recharges after a Short or Long Rest).</strong></em> For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</p><p><em><strong>Invisibility (Recharge 4-6).</strong> </em>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Scouring Instruction.</strong></em> When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage.<br />A creature immune to psychic damage can't be affected by Scouring Instruction .<strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12838,
            "initiative": "",
            "name": "Duergar Warlord",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "dwarf",
            "full_text": "<h2>Duergar Xarrorn</h2><p><em>Medium humanoid (dwarf) , lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate mail)<br /> <strong>Hit Points</strong>&nbsp;26 (4d8 + 8)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>11 (+0)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;poison</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Dwarvish, Undercommon<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Duergar Resilience.</strong> </em>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Fire Lance.</strong></em> Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar) , reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.</p><p><em><strong>Fire Spray (Recharge 5-6).</strong></em> From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Enlarge (Recharges after a Short or Long Rest).</strong></em> For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks) , and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</p><p><em><strong>Invisibility (Recharges after a Short or Long Rest).</strong></em> The duergar magically turns in visible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell) . Any equipment the duergar wears or carries is invisible with it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12839,
            "initiative": "",
            "name": "Duergar Xarrorn",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "",
            "full_text": "<h2>Eidolon</h2><p><em>Medium undead, any alignment</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;9<br /> <strong>Hit Points</strong>&nbsp;63 (18d8 - 18)<br /> <strong>Speed</strong>&nbsp;0 ft. , fly 40 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>7 (-2)</p></td><td><p>8 (-1)</p></td><td><p>9 (-1)</p></td><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +8</p><p><strong>Skills</strong>&nbsp;Perception +8</p><p><strong>Damage Resistances</strong>&nbsp; acid, fire, lightning, thunder; bludgeoning, piercing, and s lashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; cold, necrotic, poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft. , passive Perception 18<br /> <strong>Languages</strong>&nbsp;the languages it knew in life&nbsp;<br /> <strong>Challenge</strong>&nbsp;12 (8,400 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Incorporeal Movement.</strong></em> The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.</p><p><em><strong>Sacred Animation (Recharge 5-6).</strong></em> When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.</p><p><em><strong>Turn Resistance.</strong></em> The eidolon has advantage on saving throws against any effect that turns undead.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Divine Dread.</strong></em> Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12840,
            "initiative": "",
            "name": "Eidolon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "",
            "environment": "",
            "family": "",
            "full_text": "<h2>Sacred Statue</h2><p><em>Large construct, as the eidolon's alignment</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;95 (10d10 + 40)<br /> <strong>Speed</strong>&nbsp;25 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>8 (-1)</p></td><td><p>19 (+4)</p></td><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +8</p><p><strong>Damage Resistances</strong>&nbsp; acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; cold, necrotic, poison<br /> <strong>Condition Immunities</strong>&nbsp;charmed, exhaustion, frightened, paralyzed, petrified, poisoned <br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 14 <br /> <strong>Languages</strong>&nbsp;&nbsp;the languages the eidolon knew in life</p><hr /><p>&nbsp;</p><p><em><strong>False Appearance.</strong></em> While the statue remains motionless, it is indistinguishable from a normal statue.</p><p><em><strong>Ghostly Inhabitant.</strong> </em>The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.</p><p><em><strong>Inert</strong></em>. When not inhabited by an eidolon, the statue is an object.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The statue makes two slam attacks.</p><p><em><strong>Slam.</strong></em> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.</p><p><em><strong>Rock</strong></em>. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12841,
            "initiative": "",
            "name": "Sacred Statue",
            "reference": "MToF",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Autumn Eladrin</h2><p><em>Medium fey (elf), chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>12 (+1)</p></td><td><p>16 (+3)</p></td><td><p>16 (+3)</p></td><td><p>14 (+2)</p></td><td><p>17 (+3)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Insight +7, Medicine +7</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and s lashing from nonmagical attacks<br /><strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 13 <br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Elvish, Sylvan<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Enchanting Presence.</strong></em> Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.<br />&nbsp; Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.</p><p><em><strong>Fey Step (Recharge 4- 6).</strong></em> As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</p><p><em><strong>Innate Spellcasting.</strong></em> The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will: calm <em>emotions, sleep</em><br />3/day each: <em>cure wounds</em> (as a 5th-level spell), <em>lesser restoration</em><br />1/day each: <em>greater restoration, heal, raise dead</em></p><p><em><strong>Magic Resistance.</strong></em> The eladrin has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Longsword.</strong> </em>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage.</p><p><em><strong>Longbow.</strong> </em>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Foster Peace.</strong></em> If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12842,
            "initiative": "",
            "name": "Autumn Eladrin",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Spring Eladrin</h2><p><em>Medium fey (elf), chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>16 (+3)</p></td><td><p>16 (+3)</p></td><td><p>18 (+4)</p></td><td><p>11 (+0)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Deception +8, Persuasion +8</p><p><strong>Damage Resistances</strong>&nbsp; &nbsp;bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;Common, Elvish, Sylvan&nbsp;<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fey Step (Recharge 4-6).</strong></em> As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</p><p><em><strong>Innate Spellcasting.</strong></em> The eladrin's innate spellcasting ability is Charisma (spell save DC 16) . It can innately cast the following spells, requiring no material components:</p><p>At will: <em>charm person, Tasha's hideous laughter</em>&nbsp;<br />3/day each: <em>confusion, enthrall, suggestion</em><br />1/day each:<em> hallucinatory terrain, Otto's irresistible dance</em></p><p><em><strong>Joyful Presence.</strong> </em>Any non-elad&middot;rin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.<br />&nbsp; &nbsp;Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.</p><p><em><strong>Magic Resistance.</strong></em> The eladrin has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.</p><p><em><strong>Longsword.</strong> </em>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.</p><p><em><strong>Longbow.</strong></em> Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12843,
            "initiative": "",
            "name": "Spring Eladrin",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Summer Eladrin</h2><p><em>Medium fey (elf), chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>21 (+5)</p></td><td><p>16 (+3)</p></td><td><p>14 (+2)</p></td><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Athletics +8, Intimidation +8</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing from nonmagical attacks<br /><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 9<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Elvish, Sylvan<br /> <strong>Challenge</strong>&nbsp;10 (5 ,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fearsome Presence.</strong></em> Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.</p><p><em><strong>Fey Step (Recharge 4-6).</strong></em> As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</p><p><em><strong>Magic Resistance.</strong> </em>The eladrin has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The eladrin makes two weapon attacks.</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage.</p><p><em><strong>Longbow.</strong></em> Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Parry.</strong> </em>The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12844,
            "initiative": "",
            "name": "Summer Eladrin",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Winter Eladrin</h2><p><em>Medium fey (elf), chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td><td><p>16 (+3)</p></td><td><p>18 (+4)</p></td><td><p>17 (+3)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 13<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Elvish, Sylvan<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Fey Step (Recharge 4-6)</strong></em>. As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.<br /><br /><em><strong>Innate Spellcasting</strong></em>. The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>fog cloud, gust of wind</em><br />1/day each:<em> cone of cold, ice storm</em></p><p><em><strong>Magic Resistance.</strong> </em>The eladrin has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Sorrowful Presence.</strong></em> Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin s Sorrowful Presence for the next 24 hours.<br />&nbsp; &nbsp;Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.</p><p><em><strong>Longbow</strong></em>. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit : 4 (1d8) p iercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Frigid Rebuke.</strong></em> When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12845,
            "initiative": "",
            "name": "Winter Eladrin",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fey"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "20",
            "challenge_rating": "20",
            "environment": "",
            "family": "",
            "full_text": "<h2>Leviathan</h2><p><em>Gargantuan elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17<br /> <strong>Hit Points</strong>&nbsp;328 (16d20 + 160)<br /> <strong>Speed</strong>&nbsp;40 ft., swim 120 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>30 (+10)</p></td><td><p>24 (+7)</p></td><td><p>30 (+10)</p></td><td><p>2 (-4)</p></td><td><p>18 (+4)</p></td><td><p>17 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +10, Cha +9</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; acid, poison<br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 14<br /> <strong>Languages</strong>&nbsp;-&nbsp;<br /> <strong>Challenge</strong>&nbsp;20 (25,000 XP)</p><hr /><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the leviathan fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Partial Freeze.</strong></em> If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet , and it makes attack rolls with disadvantage.</p><p><em><strong>Siege Monster.</strong></em> The leviathan deals double damage to objects and structures (included in Tidal Wave).</p><p><em><strong>Water Form.</strong> </em>The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Multiattack.</strong></em> The leviathan makes two attacks: one with its slam and one with its tail.</p><p><em><strong>Slam.</strong></em> Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage.</p><p><em><strong>Tail</strong></em>. Melee Weapon Attack: + 16 to hit, reach 20 ft ., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.</p><p><em><strong>Tidal Wave (Recharge 6).</strong></em> While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.<br />&nbsp; &nbsp;When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.<br />&nbsp; &nbsp; At the start of each of the leviathan's turns after the wall appears, the wall, a long with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.<br />&nbsp; &nbsp; A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.</p><p><strong>Slam (Costs 2 Actions).</strong> The leviathan makes one slam attack.</p><p><strong>Move.</strong> The leviathan moves up to its speed</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12846,
            "initiative": "",
            "name": "Leviathan",
            "reference": "MToF",
            "size": "Gargantuan",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "",
            "full_text": "<h2>Phoenix</h2><p><em>Gargantuan elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18<br /> <strong>Hit Points</strong>&nbsp;175 (10d20 + 70)<br /> <strong>Speed</strong>&nbsp;20 ft., fly 120 ft</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>26 (+8)</p></td><td><p>25 (+7)</p></td><td><p>2 (-4)</p></td><td><p>21 (+5)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +10, Cha +9</p><p><strong>Damage Resistances</strong>&nbsp;bludgeoning, piercing, and slashing from nonmagical attacks <br /> <strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft ., passive Perception 15<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Fiery Death and Rebirth.</strong></em> When t he phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.<br />&nbsp; &nbsp;The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.</p><p><em><strong>Fire Form.</strong></em> The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters&nbsp;a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren' t worn or carried (no action required).</p><p><em><strong>Flyby.</strong></em> The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.</p><p><em><strong>Illumination.</strong> </em>The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.</p><p><em><strong>Legendary Resistance (3/Day).</strong> </em>If the phoenix fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Siege Monster.</strong></em> The phoenix deals double damage to objects and structures.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The phoenix makes two attacks: one with its beak and one with it s fiery talons.</p><p><em><strong>Beak.</strong></em> Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</p><p><em><strong>Fiery Talons.</strong></em> Melee Weapon Attack: + 13 to hit, reach 15 ft. , one target. Hit: 17 (2d8 + 8) fire damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn.</p><p><strong>Peck.</strong> The phoenix makes one beak attack.</p><p><strong>Move.</strong> The phoenix moves up to its speed.</p><p><strong>Swoop (Costs 2 Actions)</strong>. The phoenix moves up to its speed and a ttacks with its fiery talons.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12847,
            "initiative": "",
            "name": "Phoenix",
            "reference": "MToF",
            "size": "Gargantuan",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "23",
            "challenge_rating": "23",
            "environment": "",
            "family": "",
            "full_text": "<h2>Elder Tempest</h2><p><em>Gargantuan elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19<br /> <strong>Hit Points</strong>&nbsp;264 (16d20 + 96)<br /> <strong>Speed</strong>&nbsp;0 ft. , fly 120 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>23 (+6)</p></td><td><p>28 (+9)</p></td><td><p>23 (+6)</p></td><td><p>2 (-4)</p></td><td><p>21 (+5)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong>&nbsp;Wis +12, Cha +11</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; lightning, poison, thunder<br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 15<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;23 (50,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Air Form.</strong></em> The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p><p><em><strong>Flyby</strong></em>. The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the tempest fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Living Storm.</strong> </em>The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there7 causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.<br />&nbsp; &nbsp;In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.</p><p><em><strong>Siege Monster.</strong></em> The tempest deals double damage to objects and structures.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The tempest makes two attacks with its thunderous slam.</p><p><em><strong>Thunderous Slam.</strong></em> Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 23 (4d6 + 9) thunder damage.</p><p><em><strong>Lightning Storm (Recharge 6).</strong></em> All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only qt the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn.</p><p><strong>Move.</strong> The tempest moves up to its speed.</p><p><strong>Lightning Strike (Costs 2 Actions).</strong> The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.</p><p><strong>Screaming Gale (Costs 3 Actions).</strong> The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12848,
            "initiative": "",
            "name": "Elder Tempest",
            "reference": "MToF",
            "size": "Gargantuan",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "22",
            "challenge_rating": "22",
            "environment": "",
            "family": "",
            "full_text": "<h2>Zaratan</h2><p><em>Gargantuan elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;21 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;307 (15d20 + 150)<br /> <strong>Speed</strong>&nbsp;40 ft., swim 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>30 (+10)</p></td><td><p>10 (+0)</p></td><td><p>30 (+10)</p></td><td><p>2 (-4)</p></td><td><p>21 (+5)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws</strong>&nbsp;Wis +12, Cha +11</p><p><strong>Damage Vulnerabilities</strong> thunder</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp;exhaustion, paralyzed, petrified, poisoned, stunned <br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., tremorsense 60 ft., passive Perception 15<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;22 (41,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Earth-Shaking Movement</strong></em>. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitut ion saving throw or the creature's concentration is broken .<br />&nbsp; &nbsp;The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried ; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (Sd6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature with in 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the zaratan fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Weapons.</strong></em> The zaratan's weapon attacks are magical.</p><p><em><strong>Siege Monster.</strong> </em>The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The zaratan makes two attacks: one with its bite and one with its stomp.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.</p><p><em><strong>Stomp.</strong> </em>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3dl0 + 10) bludgeoning damage.</p><p><em><strong>Spit Rock.</strong></em> Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.</p><p><em><strong>Spew Debris (Recharge 5-6).</strong></em> The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The zaratan can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.</p><p><strong>Stomp.</strong> The zaratan makes one stomp attack.</p><p><strong>Move .</strong> The zaratan moves up to its speed.</p><p><strong>Spit (Costs 2 Actions)</strong> . The zaratan uses Spit Rock.</p><p><strong>Retract (Costs 2 Actions).</strong> The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.</p><p><strong>Revitalize (Costs 2 Actions).</strong> The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.</p><p><strong>Emerge (Costs 2 Actions).</strong> The zaratan emerges from its shell and uses Spit Rock . It can use this option only if it is retracted in its shell.</p><p>&nbsp;</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12849,
            "initiative": "",
            "name": "Zaratan",
            "reference": "MToF",
            "size": "Gargantuan",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>Air Elemental Myrmidon</h2><p><em>Medium elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;117 (18d8 + 36)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 30 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>14 (+2)</p></td><td><p>9 (-1)</p></td><td><p>10 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; paralyzed, petrified, poisoned, prone<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Auran, one language of its creator's c hoice<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Magic Weapons.</strong></em> The myrmidon's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The myrmidon makes three flail attacks .</p><p><em><strong>Flail.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.</p><p><em><strong>Lightning Strike (Recharge 6).</strong></em> The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12850,
            "initiative": "",
            "name": "Air Elemental Myrmidon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>Earth Elemental Myrmidon</h2><p><em>Medium elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;30 ft .</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>10 (+0)</p></td><td><p>17 (+3)</p></td><td><p>8 (-1)</p></td><td><p>10 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; paralyzed, petrified, poisoned, prone<br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 10 <br /> <strong>Languages</strong>&nbsp;Terran, one language of its creator's choice&nbsp;<br /> <strong>Challenge</strong>&nbsp;7 (2, 900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Magic Weapons.</strong> </em>The myrmidon's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The myrmidon makes two maul attacks.</p><p><em><strong>Maul.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.</p><p><em><strong>Thunderous Strike (Recharge 6)</strong></em>. The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed o n a DC 14 Strength saving throw or be knocked prone.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12851,
            "initiative": "",
            "name": "Earth Elemental Myrmidon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>Fire Elemental Myrmidon</h2><p><em>Medium elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;18 (plate)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;123 (19d8 + 38)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>13 (+1)</p></td><td><p>18 (+4)</p></td><td><p>15 (+2)</p></td><td><p>9 (-1)</p></td><td><p>10 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong>&nbsp; fire, poison<br /> <strong>Condition Immunities</strong>&nbsp; paralyzed, petrified, poisoned, prone<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;lgnan, one language of its creator's choice<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Illumination.</strong></em> The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.</p><p><em><strong>Magic Weapons.</strong></em> The myrmidon's weapon attacks are magical.</p><p><em><strong>Water Susceptibility.</strong></em> For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The myrmidon makes three scimitar attacks.</p><p><em><strong>Scimitar.</strong> </em>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) slashing damage.</p><p><em><strong>Fiery Strikes (Recharge 6).</strong></em> The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12852,
            "initiative": "",
            "name": "Fire Elemental Myrmidon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>Water Elemental Myrmidon</h2><p><em>Medium elemental, neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class&nbsp;</strong>18 (plate)&nbsp;&nbsp;<br /> <strong>Hit Points</strong>&nbsp;127 (17d8 + 51)<br /> <strong>Speed</strong>&nbsp;40 ft., swim 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>15 (+3)</p></td><td><p>8 (-1)</p></td><td><p>10 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;acid; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; paralyzed, petrified, poisoned, prone<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Aquan, one language of its creator's choice<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Magic Weapons.</strong></em> The myrmidon's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The myrmidon makes three trident attacks.</p><p><em><strong>Trident.</strong></em> Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.</p><p><em><strong>Freezing Strikes (Recharge 6).</strong></em> The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12853,
            "initiative": "",
            "name": "Water Elemental Myrmidon",
            "reference": "MToF",
            "size": "Medium",
            "type": "Elemental"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Giff</h2><p><em>Medium humanoid, lawful neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (breastplate)<br /> <strong>Hit Points</strong>&nbsp;60 (8d8 + 24)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>17 (+3)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;passive Perception 11</p><p><strong>Languages</strong>&nbsp;&nbsp;Common<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Headfirst Charge.</strong></em> The giff can try to knock a creat ure over; if the giff moves at least 20 feet in a straight line that ends with in 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.</p><p><em><strong>Firearms Knowledge.</strong></em> The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The giff makes two pistol attacks .</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</p><p><em><strong>Musket</strong></em>. Ranged Weapon Attack: +4 to hit, range 40/120 ft. , one target. Hit: 7 (1d12 + 2) piercing damage.</p><p><em><strong>Pistol.</strong></em> Ranged Weap on Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.</p><p><em><strong>Fragmentation Grenade (1/day).</strong></em> The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12854,
            "initiative": "",
            "name": "Giff",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "gith",
            "full_text": "<h2>Githyanki Gish</h2><p><em>Medium humanoid (gith), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (half plate)<br /> <strong>Hit Points</strong>&nbsp;123 (19d8 + 38)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +6, Int +7, Wis +6</p><p><strong>Skills</strong>&nbsp;Insigh t +6, Perception +6, Stealth +6</p><p><strong>Senses</strong>&nbsp; passive Perception 16<br /> <strong>Languages</strong>&nbsp;Gith&nbsp;<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting (Psionics).</strong></em> The githyanki' s innate spellcasting ability is Intelligence (spell save DC 15 , +7 to hit with spell attacks) . It can innately cast the following spells, requiring no components:</p><p>At will: <em>mage hand</em> (the hand is invisible)<br />3/day each: <em>jump, misty step, nondetection</em> (self only)<br />1/day each :<em> plane shift, telekinesis</em></p><p><em><strong>Spellcasting.</strong> </em>The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15 , +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:</p><p>Cantrips (at will): <em>blade ward, light, message, true strike</em><br />1st level (4 slots): <em>expeditious retreat , magic missile, sleep, thunderwave</em><br />2nd level (3 slots): <em>blur, invisibility, levitate</em><br />3rd leve l (3 slots): <em>counterspell,fireball, haste</em><br />4th level (2 slots): <em>dimension door</em></p><p><em><strong>War Magic</strong></em>. When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The githyanki makes two longsword attacks.</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12855,
            "initiative": "",
            "name": "Githyanki Gish",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "gith",
            "full_text": "<h2>Githyanki Kith' rak</h2><p><em>Medium humanoid (gith), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;180 (24d8 + 72)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>17 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +7, Int +7, Wis +6</p><p><strong>Skills</strong>&nbsp;Intimidation +7, Perception +6</p><p><strong>Senses</strong>&nbsp;passive Perception 16 <br /> <strong>Languages</strong>&nbsp;Gith&nbsp;<br /> <strong>Challenge</strong>&nbsp;12 (8,400 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting (Psionics).</strong> </em>The git hyanki's innate spell casting ability is Intelligence (spell save DC 15, +7 to hit wi th spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>mage hand</em> (the hand is invisible)<br />3/day each:<em> blur, jump, misty step, nondetection</em> (self only)<br />1/ day each: <em>plane shift , telekinesis</em></p><p><em><strong>Rally the Troops.</strong></em> As a bonus action , the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The githyanki makes three greatswo rd attacks.</p><p><em><strong>Greatsword.</strong></em> Melee Weapon Attack: + 8 to hit , reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Parry.</strong></em> The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12856,
            "initiative": "",
            "name": "Githyanki Kith' rak",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "",
            "family": "gith",
            "full_text": "<h2>Githyanki Supreme Commander</h2><p><em>Medium humanoid (gith), lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;187 (22d8 + 88)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>17 (+3)</p></td><td><p>18 (+4)</p></td><td><p>16 (+3)</p></td><td><p>16 (+3)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +9, Int +8, Wis +8</p><p><strong>Skills</strong>&nbsp;Insight +8, Intimidation +9, Perception +8</p><p><strong>Senses</strong>&nbsp; passive Perception 18<br /> <strong>Languages</strong>&nbsp;&nbsp;Gith<br /> <strong>Challenge</strong>&nbsp;14 (11,500 XP)</p><hr /><p><em><strong>Innate Spellcasting (Psionics).</strong></em> The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>mage hand</em> (the hand is invisible)<br />3/day each:<em> jump, levitate</em> (self only), <em>misty step, non detection&nbsp;</em>(self only)<br />1/day each: <em>Bigby's hand, mass suggestion, plane shift, telekinesis</em></p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>&nbsp;Multiattack.</strong></em> The githyanki makes two greatsword attacks.</p><p><em><strong>Silver Greatsword.</strong></em>&nbsp;Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6)&nbsp;psychic damage. On a critical hit against a target in an astral&nbsp;body (as with the astral projection spell) , the githyanki can cut&nbsp;the silvery cord that tethers the target to its material body, instead&nbsp;of dealing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p><em><strong>Parry.</strong> </em>The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn.</p><p><strong>Attack (2 Actions)</strong>. The githyanki makes a greatsword attack.</p><p><strong>Command Ally.</strong> The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.</p><p><strong>Teleport.</strong> The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet ofit. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12857,
            "initiative": "",
            "name": "Githyanki Supreme Commander",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "gith",
            "full_text": "<h2>Githzerai Anarch</h2><p><em>Medium humanoid (gith), lawful neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 20<br /> <strong>Hit Points</strong>&nbsp;144 (17d8 + 68)<br /> <strong>Speed</strong>&nbsp;30 ft., fly 40 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>21 (+5)</p></td><td><p>18 (+4)</p></td><td><p>18 (+4)</p></td><td><p>20 (+5)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +8, Dex +10, Int +9, Wis +10</p><p><strong>Skills</strong>&nbsp;&nbsp;Arcana +9, Insight +10, Perception +10</p><p><strong>Senses</strong>&nbsp; passive Perception 20<br /> <strong>Languages</strong>&nbsp;&nbsp;Gith<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting (Psionics).</strong></em> The anarch's innate spellcasting ability is Wisdom (spell save DC 18, + 10 to hit with spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>mage hand</em> (the hand is invisible)<br />3/day each:<em> feather fall, jump, see invisibility, shield, telekinesis</em><br />l/day each: <em>globe of invulnerability, plane shift, teleportation circle, wall of force</em></p><p><em><strong>Psychic Defense.</strong></em> While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The anarch makes three unarmed strikes.</p><p><em><strong>Unarmed Strike.</strong></em> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn.</p><p><strong>Strike.</strong> The anarch makes one unarmed strike.</p><p><strong>Teleport.</strong> The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.</p><p><strong>Change Gravity (Costs 3 Actions).</strong> The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.</p><h3>&nbsp;</h3><h3>&nbsp;</h3><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:</p><p>&bull; The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.</p><p>&bull; The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks.</p><p>&bull; The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.</p><h4>&nbsp;</h4><h4>REGIONAL EFFECTS</h4><p>The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:</p><p>&bull; In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.</p><p>&bull; The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).</p><p>If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.</p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12858,
            "initiative": "",
            "name": "Githzerai Anarch",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "gith",
            "full_text": "<h2>Githzerai Enlightened</h2><p><em>Medium humanoid (gith). lawful neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 18<br /> <strong>Hit Points</strong>&nbsp;112 (15d8 + 45)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>19 (+4)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +6, Dex +8, Int +7, Wis +8</p><p><strong>Skills</strong>&nbsp;Arcana +7, Insight +8, Perception +8</p><p><strong>Senses</strong>&nbsp; passive Perception 18<br /> <strong>Languages</strong>&nbsp;&nbsp;Gith<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting (Psionics)</strong></em>. The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>mage hand</em> (the hand is invisible)<br />3/day each:<em> blur, expeditious retreat, feather fall, jump, see invisibility, shield</em><br />1/day each: <em>haste, plane shift, teleport</em></p><p><em><strong>Psychic Defense.</strong></em> While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The githzerai makes three unarmed strikes.</p><p><em><strong>Unarmed Strike.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.</p><p><em><strong>Temporal Strike (Recharge 6).</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move l round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12859,
            "initiative": "",
            "name": "Githzerai Enlightened",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "",
            "full_text": "<h2>Gray Render</h2><p><em>Large monstrosity, chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;189 (18d10 + 90)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>13 (+1)</p></td><td><p>20 (+5)</p></td><td><p>3 (-4)</p></td><td><p>6 (-2)</p></td><td><p>8 (-1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +8, Con +9</p><p><strong>Skills</strong>&nbsp;Perception +2</p><p><strong>Senses</strong>&nbsp;darkvision 60 ft ., passive Perception 12 <br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;12 (8,400 XP)</p><hr /><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The gray render makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +8 to hit, reach 10 ft ., one target. Hit: 13 (2d8 + 4) s lashing damage, plus 7 (2d6) bludgeoning damage if the target is prone.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bloody Rampage.</strong></em> When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12860,
            "initiative": "",
            "name": "Gray Render",
            "reference": "MToF",
            "size": "Large",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "",
            "full_text": "<h2>Howler</h2><p><em>Large fiend, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;90 (12d10 + 24)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>5 (-3)</p></td><td><p>20 (+5)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +8</p><p><strong>Damage Resistances</strong>&nbsp;cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks <br /><strong>Condition Immunities</strong>&nbsp; frightened<br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perce ption 15 <br /> <strong>Languages</strong>&nbsp;understands Abyssal but can't speak&nbsp;<br /> <strong>Challenge</strong>&nbsp;8 (3,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Pack Tactics.</strong></em> A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The howler makes two bite attacks.</p><p><em><strong>Rending Bite.</strong></em> Melee Weapon Attack: +6 to hit, reac h 5 ft., one target. Hit: 10 (2d 6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.</p><p><em><strong>Mind-Breaking Howl (Recharge 6).</strong></em> The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is in capacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12861,
            "initiative": "",
            "name": "Howler",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Young Kruthik</h2><p><em>Small monstrosity, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;9 (2d6 + 2)<br /> <strong>Speed</strong>&nbsp;30 ft., burrow 10 ft., climb 30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>13 (+1)</p></td><td><p>16 (+3)</p></td><td><p>13 (+1)</p></td><td><p>4 (-3)</p></td><td><p>10 (+0)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;darkvision 30 ft., tremorsense 60 ft., passive Perception 10</p><p><strong>Languages</strong>&nbsp;&nbsp;Kruthik<br /> <strong>Challenge</strong>&nbsp;1/8 (25 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Keen Smell.</strong> </em>The kruthik has advantage on Wisdom (Perception) checks that re ly on smell.</p><p><em><strong>Pack Tactics.</strong></em> The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p><em><strong>Tunneler.</strong></em> The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2/&frac12;-foot-diameter tunnel in its wake.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Stab.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12862,
            "initiative": "",
            "name": "Young Kruthik",
            "reference": "MToF",
            "size": "Small",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<h2>Adult Kruthik</h2><p><em>Medium monstrosity, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;39 (6d8 + 12)<br /> <strong>Speed</strong>&nbsp;40 ft., burrow 20 ft., climb 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>7 (-2)</p></td><td><p>12 (+1)</p></td><td><p>8 (-1)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;darkvision 60 ft., t remorsense 60 ft., passive Perception 11&nbsp;</p><p><strong>Languages</strong>&nbsp;&nbsp;Kruthik<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Keen Smell.</strong></em> The kruthik has advantage on Wisdom (Perception) checks that rely on smell.</p><p><em><strong>Pack Tactics.</strong></em> The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet o f the creature and the ally isn't incapacitated.</p><p><em><strong>Tunneler.</strong></em> The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The kruthik makes two stab attacks or two spike attacks.</p><p><em><strong>Stab.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</p><p><em><strong>Spike.</strong></em> Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12863,
            "initiative": "",
            "name": "Adult Kruthik ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<h2>Kruthik Hive Lord</h2><p><em>Large monstrosity, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;102 (12d10 + 36)<br /> <strong>Speed</strong>&nbsp;40 ft., burrow 20 ft., climb 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>10 (+0)</p></td><td><p>14 (+2)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;darkvision 60 ft., tremorsense 60 ft., passive Perception 12</p><p><strong>Languages</strong>&nbsp;&nbsp;Kruthik<br /> <strong>Challenge</strong>&nbsp;5&nbsp;(1,800 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Keen Smell.</strong></em> The kruthik has advantage on Wisdom (Perception) checks that rely on smell.</p><p><em><strong>Pack Tactics.</strong></em> The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p><em><strong>Tunneler.</strong> </em>The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The kruthik makes two stab attacks or two spike attacks.</p><p><em><strong>Stab.</strong></em> Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.</p><p><em><strong>Spike.</strong></em> Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.<br /><br /><em><strong>Acid Spray (Recharge 5-6).</strong></em> The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12864,
            "initiative": "",
            "name": "Kruthik Hive Lord",
            "reference": "MToF",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "25",
            "challenge_rating": "25",
            "environment": "",
            "family": "inevitable",
            "full_text": "<h2>Marut</h2><p><em>Large construct (inevitable), lawful neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;22 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;432 (32d10 + 256)<br /> <strong>Speed</strong>&nbsp;40 ft., fly 30 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>28 (+9)</p></td><td><p>12 (+1)</p></td><td><p>26 (+8)</p></td><td><p>19 (+4)</p></td><td><p>15 (+2)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +12, Wis +10, Cha +12</p><p><strong>Skills</strong>&nbsp;Insight +10, Intimidation +12, Perception +10</p><p><strong>Damage Resistances</strong>&nbsp; thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;poison <br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, paralyzed, poisoned, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft. , passive Perception 20<br /> <strong>Languages</strong>&nbsp;&nbsp;all but rarely speaks<br /> <strong>Challenge</strong>&nbsp;25 (75,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Immutable Form</strong></em>. The marut is immune to any spell or effect that would alter its form.<br /><br /><em><strong>Innate Spellcasting.</strong></em> The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.</p><p>At will: <em>plane shift</em> (self only)</p><p><em><strong>Legendary Resistance (3/Day)</strong></em>. If the marut fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Magic Resistance.</strong></em> The marut has advantage on saving throws against spells and other magical effects.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The marut makes two slam attacks.</p><p><em><strong>Unerring Slam</strong></em>. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut ifit is Huge or smaller.</p><p><em><strong>Blazing Edict (Recharge 5-6).</strong></em> Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.</p><p><em><strong>Justify.</strong></em> The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If ei ther target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12865,
            "initiative": "",
            "name": "Marut ",
            "reference": "MToF",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "meazel",
            "full_text": "<h2>Meazel</h2><p><em>Medium humanoid (meazel), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 13<br /> <strong>Hit Points</strong>&nbsp;35 (10d8 - 10)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>17 (+3)</p></td><td><p>9 (-1)</p></td><td><p>14 (+2)</p></td><td><p>13 (+1)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +3, Stealth +5</p><p><strong>Senses</strong>&nbsp;darkvision 120 ft., passive Perception 13 <br /> <strong>Languages</strong>&nbsp;Common&nbsp;<br /> <strong>Challenge</strong>&nbsp;1 (200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Shadow Stealth.</strong></em> While in dim light or darkness, the meazel can take the Hide action as a bonus action.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Garrote</strong></em>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target of the meazel' s size or smaller. Hit: 6 (1 d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at t he start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way.</p><p><em><strong>Shortsword.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage.</p><p><em><strong>Shadow Teleport (Recharge 5-6).</strong> </em>The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet ofit, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the tel eportation leads to the nearest unoccupied space.<br />&nbsp; &nbsp;Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Unti l this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12866,
            "initiative": "",
            "name": "Meazel",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "17",
            "challenge_rating": "17",
            "environment": "",
            "family": "nagpa",
            "full_text": "<h2>Nagpa</h2><p><em>Medium humanoid (nagpa), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;187 (34d8 + 34)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>9 (-1)</p></td><td><p>15 (+2)</p></td><td><p>12 (+1)</p></td><td><p>23 (+6)</p></td><td><p>18 (+4)</p></td><td><p>21 (+5)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +12, Wis +10, Cha +11</p><p><strong>Skills</strong>&nbsp;&nbsp;Arcana +12, Deception +11 , History +12, Insight +10, Perception +10</p><p><strong>Senses</strong>&nbsp; truesight 120 ft ., passive Perception 20<br /> <strong>Languages</strong>&nbsp;&nbsp;Common plus up to five other languages<br /> <strong>Challenge</strong>&nbsp;17 (18,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Corruption</strong></em>. As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nag p a's next turn . On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.</p><p><em><strong>Paralysis (Recharge 6)</strong></em>. As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.</p><p><em><strong>Spellcasting</strong></em>. The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:</p><p>Cantrips (at will): <em>chill touch, fire bolt , mage hand, message, minor illusion</em><br />1st level (4 slots): <em>charm person, detect magic, protection from evil and good, witch bolt</em><br />2nd level (3 slots):<em> hold person, ray of enfeeblement, suggestion</em><br />3rd level (3 slots): <em>counterspell, fireball, fly</em><br />4th level (3 slots): <em>confusion, hallucinatory terrain, wall of fire</em><br />5th level (2 slots):<em> dominate person, dream , geas</em><br />6th level (1 slot): <em>circle of death, disintegrate</em><br />7th level (1 slot): <em>etherealness, prismatic spray</em><br />8th level (1 slot): <em>feeblemind</em></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Staff.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12867,
            "initiative": "",
            "name": "Nagpa",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "20",
            "challenge_rating": "20",
            "environment": "",
            "family": "",
            "full_text": "<h2>Nightwalker</h2><p><em>Huge undead, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 14<br /> <strong>Hit Points</strong>&nbsp;297 (22d12 + 154)<br /> <strong>Speed</strong>&nbsp;40 ft. , fly 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>19 (+4)</p></td><td><p>24 (+7)</p></td><td><p>6 (-2)</p></td><td><p>9 (-1)</p></td><td><p>8 (-1)</p></td></tr></tbody></table><hr /><p>&nbsp;</p><p>&nbsp;</p><p><strong>Saving Throws&nbsp;</strong>Con + 1</p><p><strong>Damage Resistances</strong>&nbsp; acid, cold , fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;necrotic, poison <br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, frightened , grappled, paralyzed, petrified, poisoned, prone, restrained<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 9<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;20 (25,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Annihilating Aura .</strong></em> Any creature that starts its turn with in 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.</p><p><em><strong>Life Eater.</strong></em> A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a <em>wish</em> spell.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available .</p><p><em><strong>Enervat ing Focus.</strong></em> Melee Weapon Attack: +12 to hit, reach 15ft. , one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed o n a DC 21 Constitution saving throw or its hit<br />po int maximum is reduced by an amount equa l to the necrotic damage taken. This reduction lasts until the target finishe s a long rest.</p><p><em><strong>Finger of Doom (Recharge 6).</strong></em> The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12868,
            "initiative": "",
            "name": "Nightwalker",
            "reference": "MToF",
            "size": "Huge",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Oblex Spawn</h2><p><em>Tiny ooze, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 13<br /> <strong>Hit Points</strong>&nbsp;18 (4d4 + 8)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +4, Cha +2</p><p><strong>Condition Immunities</strong>&nbsp; blinded, charmed, deafened, exhaustion, prone<br /> <strong>Senses</strong>&nbsp; blindsight 60 ft. (blind beyond this distance), passive Perception 12<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;1/4 (50 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Amorphous.</strong> </em>The oblex can move through a space as narrow as 1 inch wide without squeezing.</p><p><em><strong>Aversion to Fire.</strong></em> If the obiex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12869,
            "initiative": "",
            "name": "Oblex Spawn",
            "reference": "MToF",
            "size": "Tiny",
            "type": "Ooze"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<h2>Adult Oblex</h2><p><em>Medium ooze, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 14<br /> <strong>Hit Points</strong>&nbsp;75 (10d8 + 30)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td><td><p>19 (+4)</p></td><td><p>12 (+1)</p></td><td><p>15 (+2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +7, Cha + S</p><p><strong>Skills</strong>&nbsp;Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7</p><p><strong>Condition Immunities</strong>&nbsp;blinded, charmed, deafened, exhaustion, prone <br /> <strong>Senses</strong>&nbsp; &nbsp;blindsight 60 ft. (blind beyond this distance),&nbsp;passive Perception 14<br /> <strong>Languages</strong>&nbsp;&nbsp;Common plus two more languages<br /> <strong>Challenge</strong>&nbsp;5&nbsp;(1 ,800 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Amorphous.</strong></em> The oblex can move through a space as narrow as 1 inch wide without squeezing.</p><p><em><strong>Aversion to Fire.</strong></em> If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</p><p><em><strong>Innate Spellcasting.</strong></em> The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</p><p>3/day each:<em> charm person</em> (as 5th-level spell), <em>color spray, detect thoughts, hold person</em> (as 3rd-level spell)</p><p><em><strong>Sulfurous Impersonation.</strong> </em>As a bonus action , the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen.&nbsp;This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures , each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The oblex makes one pseudopod attack and uses Eat Memories.</p><p><em><strong>Pseudopod.</strong></em> Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage plus S (2d4) psychic damage.</p><p><em><strong>Eat Memories.</strong></em> The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the <em>greater restoration</em> or<em> heal</em> spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained , the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first , the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.<br />&nbsp; &nbsp;When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12870,
            "initiative": "",
            "name": "Adult Oblex",
            "reference": "MToF",
            "size": "Medium",
            "type": "Ooze"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "",
            "full_text": "<h2>Elder Oblex</h2><p><em>Huge ooze, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 16<br /> <strong>Hit Points</strong>&nbsp;115 (10d12 + 50)<br /> <strong>Speed</strong>&nbsp;20 ft.</p><hr /><p>&nbsp;</p><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>16 (+3)</p></td><td><p>21 (+5)</p></td><td><p>22 (+6)</p></td><td><p>13 (+1)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Int +10, Cha +8</p><p><strong>Skills</strong>&nbsp; &nbsp;Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10</p><p><strong>Condition Immunities</strong>&nbsp; blinded, charmed, deafened, exhaustion, prone<br /> <strong>Senses&nbsp;</strong>&nbsp; blindsight 60 ft. (blind beyond this distance), passive Perception 15<br /> <strong>Languages</strong>&nbsp;&nbsp;Common plus six more<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Amorphous.</strong> </em>The oblex can move through a space as narrow as 1 inch wide without squeezing.</p><p><em><strong>Aversion to Fire.</strong></em> If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</p><p><em><strong>Innate Spellcasting.</strong></em> The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>charm person </em>(as 5th-level spell), <em>detect thoughts, hold person</em><br />3/day each:<em> confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis</em></p><p><em><strong>Sulfurous Impersonation.</strong></em> As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + l different creatures, each one tethered to its body by a strand of s lime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The elder oblex makes two pseudopod attacks and uses Eat Memories.</p><p><em><strong>Pseudopod</strong></em>. Melee Weapon Attack: +7 to hit, reach 10 ft ., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.</p><p><em><strong>Eat Memories.</strong> </em>The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.<br />&nbsp; &nbsp;While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.<br />&nbsp; &nbsp;When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12871,
            "initiative": "",
            "name": "Elder Oblex",
            "reference": "MToF",
            "size": "Huge",
            "type": "Ooze"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "4",
            "challenge_rating": "4",
            "environment": "",
            "family": "",
            "full_text": "<h2>Ogre Battering Ram</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;14 (ring mail)<br /> <strong>Hit Points</strong>&nbsp;59 (7d10 + 21)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>8 (-1)</p></td><td><p>16 (+3)</p></td><td><p>5 (-3)</p></td><td><p>7 (-2)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong>&nbsp;&nbsp;Common, Giant<br /> <strong>Challenge</strong>&nbsp;4 (1,100 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Siege Monster.</strong></em> The ogre deals double damage to objects and structures.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bash.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push the target 5 feet away ifthe target is Huge or smaller.</p><p><em><strong>Block the Path.</strong></em> Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12872,
            "initiative": "",
            "name": "Ogre Battering Ram",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<h2>Ogre Bolt Launcher</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;13 (hide armor)<br /> <strong>Hit Points</strong>&nbsp;59 (7d10 + 21)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>12 (+1)</p></td><td><p>16 (+3)</p></td><td><p>5 (-3)</p></td><td><p>7 (-2)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 8&nbsp;</p><p><strong>Languages</strong>&nbsp;&nbsp;Common, Giant<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Fist.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.</p><p><em><strong>Bolt Launcher.</strong></em> Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12873,
            "initiative": "",
            "name": "Ogre Bolt Launcher",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Ogre Chain Brute</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;11 (hide armor)<br /> <strong>Hit Points</strong>&nbsp;59 (7d10 + 21)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>8 (-1)</p></td><td><p>16 (+3)</p></td><td><p>5 (-3)</p></td><td><p>7 (-2)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong>&nbsp;&nbsp;Common, Giant<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Fist.</strong></em> Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.</p><p><em><strong>Chain Sweep.</strong></em> The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.</p><p><em><strong>Chain Smash (Recharge 6).</strong> </em>Melee Weapon Attack: +6 to hit, reach 10 ft. , one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12874,
            "initiative": "",
            "name": "Ogre Chain Brute",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "",
            "full_text": "<h2>Ogre Howdah</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;13 (breastplate)<br /> <strong>Hit Points</strong>&nbsp;59 (7d10 + 21)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>8 (-1)</p></td><td><p>16 (+3)</p></td><td><p>5 (-3)</p></td><td><p>7 (-2)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Senses</strong>&nbsp;&nbsp;darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong>&nbsp;&nbsp;Common, Giant<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Howdah.</strong></em> The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Mace.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12875,
            "initiative": "",
            "name": "Ogre Howdah",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "14",
            "challenge_rating": "14",
            "environment": "",
            "family": "",
            "full_text": "<h2>Retriever</h2><p><em>Large construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;19 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;210 (20d10 + 100)<br /> <strong>Speed</strong>&nbsp;40 ft., climb 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>16 (+3)</p></td><td><p>20 (+5)</p></td><td><p>3 (-4)</p></td><td><p>11 (+0)</p></td><td><p>4 (-3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +8, Con +10, Wis +5</p><p><strong>Skills</strong>&nbsp; &nbsp;Perception +5, Stealth +8</p><p><strong>Damage Immunities</strong>&nbsp; necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren' t adamantine<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, paralyzed, poisoned<br /> <strong>Senses</strong>&nbsp;blindsight 30 ft., darkvision 60 ft., passive Perception 15 <br /> <strong>Languages</strong>&nbsp;understands Abyssal, Elvish, and Undercommon but can't speak&nbsp;<br /> <strong>Challenge</strong>&nbsp;14 (11,500 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Faultless Tracker.</strong></em> The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have&nbsp;only one such quarry at a time. The retriever also always knows the location of its master.</p><p><em><strong>Innate Spellcasting.</strong></em> The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.</p><p>3/day each: <em>plane shift</em> (only self and up to one incapacitated creature, which is considered willing for the spell), <em>web</em></p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.</p><p><em><strong>Foreleg.</strong></em> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.</p><p><em><strong>Force Beam.</strong></em> The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Paralyzing Beam (Recharge 5-6).</strong></em> The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute . The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />&nbsp; &nbsp;If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12876,
            "initiative": "",
            "name": "Retriever",
            "reference": "MToF",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "",
            "full_text": "<h2>Frost Salamander</h2><p><em>Huge elememal, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;168 (16d12 + 64)<br /> <strong>Speed</strong>&nbsp;60 ft., burrow 40 ft ., climb 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>20 (+5)</p></td><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td><td><p>7 (-2)</p></td><td><p>11 (+0)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +8, Wis +4</p><p><strong>Skills</strong>&nbsp;Perception +4</p><p><strong>Damage Vulnerabilities</strong>&nbsp; fire<br /> <strong>Damage Immunities</strong>&nbsp; cold<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., tremorsense 60 ft.,&nbsp;passive Perception 14<br /> <strong>Languages</strong>&nbsp;&nbsp;Primordial<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Burning Fury.</strong></em> When the salamander takes fire damage, its Freezing Breath automatically recharges.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The salamander makes five attacks: four with its claws and one with its bite.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +9 to hit, reach 15 ft., one ta rget. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.</p><p><em><strong>Freezing Breath (Recharge 6).</strong></em> The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12877,
            "initiative": "",
            "name": "Frost Salamander",
            "reference": "MToF",
            "size": "Huge",
            "type": "Elemental"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Gloom Weaver</h2><p><em>Medium humanoid (elf), neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;14 (17 with mage armor)<br /> <strong>Hit Points</strong>&nbsp;104 (16d8 + 32)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>11 (+0)</p></td><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>15 (+2)</p></td><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +8, Con +6</p><p><strong>Damage Immunities</strong>&nbsp; necrotic<br /> <strong>Condition Immunities</strong>&nbsp; charmed , exhaustion<br /> <strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 11 <br /> <strong>Languages</strong>&nbsp;Common, Elvish&nbsp;<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Burden of Time.</strong></em> Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.</p><p><em><strong>Fey Ancestry.</strong> </em>The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.</p><p><em><strong>Innate Spellcasting</strong></em>. The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>arcane eye, mage armor, speak with dead</em><br />1/day each: <em>arcane gate, bane, compulsion, confusion, true seeing</em></p><p><em><strong>Spellcasting.</strong></em> The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</p><p>Cantrips (at will): <em>chill touch</em> (3d 8 damage),<em> eldritch blast</em> (3 beams, +4 bonus to each damage roll), <em>minorillusion , prestidigitation</em><br />1st- 5th level (3 5th-leve l slots): <em>armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt</em></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.</p><p><em><strong>Shadow Spear.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target . Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>&nbsp;Misty Escape (Recharges after a Short or Long Rest).</strong></em> When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12878,
            "initiative": "",
            "name": "Gloom Weaver",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Soul Monger</h2><p><em>Medium humanoid (elf), neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (studded leather)<br /> <strong>Hit Points</strong>&nbsp;123 (19d8 + 38)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>17 (+3)</p></td><td><p>14 (+2)</p></td><td><p>19 (+4)</p></td><td><p>15 (+3)</p></td><td><p>13 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +7, Wis +7, Cha +5</p><p><strong>Skills</strong>&nbsp;&nbsp;Perception +7</p><p><strong>Damage Immunities</strong>&nbsp; necrotic, psychic<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 17<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Elvish<br /> <strong>Challenge</strong>&nbsp;11 (7,200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fey Ancestry.</strong> </em>The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep.</p><p><em><strong>Innate Spel/casting.</strong></em> The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>chill touch</em> (3d8 damage), <em>poison spray</em> (3d12 damage)<br />1/day each:<em> bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming</em></p><p><em><strong>Magic Resistance.</strong> </em>The soul monger has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Soul Thirst.</strong></em> When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.</p><p><em><strong>Weight of Ages.</strong></em> Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The soul monger makes two phantasmal dagger attacks.</p><p><em><strong>Phantasmal Dagger.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.</p><p><em><strong>Wave of Weariness (Recharge 4-6).</strong></em> The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12879,
            "initiative": "",
            "name": "Soul Monger",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "elf",
            "full_text": "<h2>Shadow Dancer</h2><p><em>Medium humanoid (elf), neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (studded leather)<br /> <strong>Hit Points</strong>&nbsp;71 (13d8 + 13)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>12 (+1)</p></td><td><p>16 (+3)</p></td><td><p>13 (+1)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +6, Cha +4</p><p><strong>Skills</strong>&nbsp;Stealth + 6</p><p><strong>Damage Resistances</strong>&nbsp; &nbsp;necrotic<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 11<br /> <strong>Languages</strong>&nbsp;Common, Elvish&nbsp;<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fey Ancestry.</strong></em> The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep.</p><p><em><strong>Shadow Jump</strong></em>. As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The shadow dancer makes three spiked chain attacks.</p><p><em><strong>Spiked Chain.</strong></em> Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, a nd the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:</p><p>&bull; The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.</p><p>&bull; The target is knocked prone.</p><p>&bull; The target takes 22 (4d10) necrotic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12880,
            "initiative": "",
            "name": "Shadow Dancer",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Chaotic Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Skulk</h2><p><em>Medium humanoid, chaotic neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 14<br /> <strong>Hit Points</strong>&nbsp;18 (4d8)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>6 (-2)</p></td><td><p>19 (+4)</p></td><td><p>10 (+0)</p></td><td><p>10 (+0)</p></td><td><p>7 (-2)</p></td><td><p>1 (-5)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +2</p><p><strong>Skills</strong>&nbsp;&nbsp;Stealth +8</p><p><strong>Damage Immunities</strong>&nbsp;radiant <br /> <strong>Condition Immunities</strong>&nbsp; blinded<br /> <strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 8<br /> <strong>Languages</strong>&nbsp;&nbsp;understands Common but can't speak<br /> <strong>Challenge</strong>&nbsp;1/2 (100 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Fallible Invisibility.</strong></em> The skulk is invisible. This invisibility can be circumvented by three things:</p><p>&bull; The skulk appears as a drab, smooth-skinned humanoid if its&nbsp;reflection can be seen in a mirror or on another surface.</p><p>&bull; The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.</p><p>&bull; Humanoid children, aged 10 and under, can see through this invisibility.</p><p><em><strong>Trackless</strong></em>. The skulk leaves no tracks to indicate where it has been or where it's headed.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Claws</strong></em>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12881,
            "initiative": "",
            "name": "Skulk",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "15",
            "challenge_rating": "15",
            "environment": "",
            "family": "",
            "full_text": "<h2>Skull Lord</h2><p><em>Medium undead, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (plate)<br /> <strong>Hit Points</strong>&nbsp;105 (14d8 + 42)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>16 (+3)</p></td><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>21 (+5)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Athletics +7, History +8, Perception +12, Stealth +8</p><p><strong>Damage Resistances</strong>&nbsp; cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 22<br /> <strong>Languages</strong>&nbsp;all the languages it knew in life&nbsp;<br /> <strong>Challenge</strong>&nbsp;15 (13,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Legendary Resistance (3/Day).</strong> </em>If the skull lord fails a saving throw, it can choose to succeed instead.</p><p><em><strong>Master of the Grave.</strong></em> While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.</p><p><em><strong>Evasion.</strong></em> If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</p><p><em><strong>Spellcasting.</strong></em> The skull lord is a 13th-level spellcaster. Its<br />spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:</p><p>Cantrips (at will): <em>chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp</em><br />1st leve l (4 slots):<em> magic missile, expeditious retreat, thunderwave</em><br />2nd level (3 slots): <em>mirror image, scorching ray</em><br />3rd level (3 slots): <em>fear, haste</em><br />4th level (3 slots): <em>dimension door, ice storm</em><br />5th level (2 slots): <em>cloudkill, cone of cold</em><br />6th level (1 slot):<em> eyebite</em><br />7th level (1 slot): <em>finger of death</em></p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The skull lord makes three bone staff attacks.</p><p><em><strong>Bone Staff.</strong> </em>Melee Weapon Ateack: +8 to hit, reach 5 ft .. one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>&nbsp;</p><p>The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.</p><p><strong>Bone Staff (Costs 2 Actions).</strong> The skull lord makes a bone staff attack.</p><p><strong>Cantrip.</strong> The skull lord casts a cantrip.</p><p><strong>Move.</strong> The skull lord moves up to its speed without provoking opportunity attacks.</p><p><strong>Summon Undead (Costs 3 Actions).</strong> Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12882,
            "initiative": "",
            "name": "Skull Lord",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "",
            "full_text": "<h2>The Angry</h2><p><em>Medium monstrosity, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;255 (30d8 + 120)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>10 (+0)</p></td><td><p>19 (+4)</p></td><td><p>8 (-1)</p></td><td><p>13 (+1)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +6</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing while in dim light or darkness&nbsp;&nbsp;<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;&nbsp;Common<br /> <strong>Challenge</strong>&nbsp;13 (10,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Two Heads.</strong></em> The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</p><p><em><strong>Rising Anger.</strong></em> If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage.<br />&nbsp; &nbsp;On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p>Multiattack. The Angry makes two hook attacks.</p><p>Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12883,
            "initiative": "",
            "name": "The Angry",
            "reference": "MToF",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "",
            "full_text": "<h2>The Hungry</h2><p><em>Medium monstrosity, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;17 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;225 (30d8 + 90)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>10 (+0)</p></td><td><p>17 (+3)</p></td><td><p>6 (-2)</p></td><td><p>11 (+0)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing while in dim light or darkness</p><p><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Common<br /> <strong>Challenge</strong>&nbsp;11 (7,200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Life Hunger.</strong></em> If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The Hungry makes two attacks: one with its bite and one with its claws.</p><p><em><strong>Bite.</strong> </em>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p>",
            "hit_dice": "",
            "id": 12884,
            "initiative": "",
            "name": "The Hungry ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "",
            "full_text": "<h2>The Lonely</h2><p><em>Medium monstrosity, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;112 (15d8 + 45)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>12 (+1)</p></td><td><p>17 (+3)</p></td><td><p>6 (-2)</p></td><td><p>11 (+0)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing while in dim light or darkness</p><p><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Common<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Psychic Leech</strong></em>. At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.</p><p><em><strong>Thrives on Company</strong></em>. The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.</p><p><em><strong>Harpoon Arm.</strong></em> Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) ifit is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once.</p><p><em><strong>Sorrowful Embrace.</strong> </em>Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet stra ight toward it.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12885,
            "initiative": "",
            "name": "The Lonely",
            "reference": "MToF",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>The Lost</h2><p><em>Medium monstrosity, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;78 (12d8 + 24)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>12 (+1)</p></td><td><p>15 (+2)</p></td><td><p>6 (-2)</p></td><td><p>7 (-2)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Athletics +6</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing while in dim light or darkness<br /><strong>Senses</strong>&nbsp; darkvision 60 ft. , passive Perception 8<br /> <strong>Languages</strong>&nbsp;Common&nbsp;<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The Lost makes two arm spike attacks.</p><p><em><strong>Arm Spike.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.</p><p><em><strong>Embrace.</strong></em> Melee Weapon Attack: +6 to it, reach 5 ft ., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Tightening Embrace.</strong></em> If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12886,
            "initiative": "",
            "name": "The Lost",
            "reference": "MToF",
            "size": "Medium",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>The Wretched</h2><p><em>Small monstrosity, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;15 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;10 (4d6 - 4)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>7 (-2)</p></td><td><p>12 (+1)</p></td><td><p>9 (-1)</p></td><td><p>5 (-3)</p></td><td><p>6 (-2)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;bludgeoning, piercing, and slashing while in dim light or darkness</p><p><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 8<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;1/4 (5O XP)</p><hr /><p>&nbsp;</p><p><em><strong>Wretched Pack Tactics.</strong></em> The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +3 to hit, reach S ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage.<br />&nbsp; &nbsp;The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending S feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12887,
            "initiative": "",
            "name": "The Wretched",
            "reference": "MToF",
            "size": "Small",
            "type": "Monstrous Humanoid"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Star Spawn Grue</h2><p><em>Small aberration, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 11<br /> <strong>Hit Points</strong>&nbsp;17 (5d6)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>6 (-2)</p></td><td><p>13 (+1)</p></td><td><p>10 (+0)</p></td><td><p>9 (-1)</p></td><td><p>11 (+0)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Damage Immunities</strong>&nbsp;&nbsp;psychic</p><p><strong>Senses</strong>&nbsp;darkvision 60 ft., passive Perception 10 <br /> <strong>Languages</strong>&nbsp;&nbsp;Deep Speech<br /> <strong>Challenge</strong>&nbsp;1/4 (50 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Aura of Madness.</strong></em> Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Confounding Bite.</strong></em> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12888,
            "initiative": "",
            "name": "Star Spawn Grue",
            "reference": "MToF",
            "size": "Small",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "10",
            "challenge_rating": "10",
            "environment": "",
            "family": "",
            "full_text": "<h2>Star Spawn Hulk</h2><p><em>Large aberration, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;136 (13d10 + 65)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>20 (+5)</p></td><td><p>8 (-1)</p></td><td><p>21 (+5)</p></td><td><p>7 (-2)</p></td><td><p>12 (+1)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +3, Wis +5</p><p><strong>Skills</strong>&nbsp;Perception +5</p><p><strong>Damage Resistances</strong>&nbsp; bludgeoning, piercing, and slashing from nonmagical a ttacks<br /><strong>Condition Immunities</strong>&nbsp; charmed, frightened<br /> <strong>Senses</strong>&nbsp; darkvision 60 f t., passive Perception 15<br /> <strong>Languages</strong>&nbsp;&nbsp;Deep Speech<br /> <strong>Challenge</strong>&nbsp;10 (5,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Psychic Mirror.</strong></em> If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.</p><p><em><strong>Slam.</strong> </em>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.</p><p><em><strong>Reaping Arms (Recharge 5- 6).</strong></em> The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12889,
            "initiative": "",
            "name": "Star Spawn Hulk ",
            "reference": "MToF",
            "size": "Large",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "",
            "full_text": "<h2>Star Spawn Larva Mage</h2><p><em>Medium aberration, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;168 (16d8 + 96)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>12 (+1)</p></td><td><p>23 (+6)</p></td><td><p>18 (+4)</p></td><td><p>12 (+1)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +6, Wis +6, Cha +8</p><p><strong>Skills</strong>&nbsp;Perception +6</p><p><strong>Damage Resistances</strong>&nbsp; cold; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;psychic <br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, paralyzed, petrified, poisoned, restrained<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;&nbsp;Deep Speech<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p><em><strong>Innate Spellcasting</strong></em>. The larva mage's innate spellcasting ability is Charisma (spell save DC 16 +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>eldritch blast</em> (3 beams, +3 bonus to each damage roll),<em> minor illusion</em><br />3/day: <em>dominate monster&nbsp;</em><br />1/day: <em>circle of death</em></p><p><em><strong>Return to Worms.</strong></em> When the larva mage is reduced to 0 hit points, it breaks apart into a <strong>swarm of insects</strong> in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p><em><strong>Slam.</strong></em> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.</p><p><em><strong>Plague of Worms (Recharge 6).</strong></em> Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p><em><strong>Feed on Weakness.</strong></em> When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.</p><p><strong>&nbsp;</strong></p><p><strong>LEGENDARY ACTIONS</strong></p><hr /><p>The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.</p><p><strong>Cantrip (Costs 2 Actions).</strong> The larva mage casts one cantrip.</p><p><strong>Slam (Costs 2 Actions).</strong> The larva mage makes one slam attack.</p><p><strong>Feed (Costs 3 Actions).</strong> Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12890,
            "initiative": "",
            "name": "Star Spawn Larva Mage ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "5",
            "challenge_rating": "5",
            "environment": "",
            "family": "",
            "full_text": "<h2>Star Spawn Mangler</h2><p><em>Medium aberration , chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 14<br /> <strong>Hit Points</strong>&nbsp;71 (13d8 + 13)<br /> <strong>Speed</strong>&nbsp;40 ft., climb 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>18 (+4)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +7, Con +4</p><p><strong>Skills</strong>&nbsp;Stealth +7</p><p><strong>Damage Resistances</strong>&nbsp; cold<br /> <strong>Damage Immunities</strong>&nbsp; psychic<br /> <strong>Condition Immunities</strong>&nbsp; charmed, frightened, prone<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;Deep Speech<br /> <strong>Challenge</strong>&nbsp;5 (1,800 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Ambush.</strong></em> On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.</p><p><em><strong>Shadow Stealth.</strong></em> While in dim light or darkness, the mangler can take the Hide action as a bonus act ion.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The mangler makes t wo claw attacks.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) s lashing damage. If the attack roll has advantage, the target a lso takes 7 (2d6) psychic damage.</p><p><em><strong>Flurry of Claws (Recharge 4-6).</strong></em> The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12891,
            "initiative": "",
            "name": "Star Spawn Mangler",
            "reference": "MToF",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "",
            "full_text": "<h2>Star Spawn Seer</h2><p><em>Medium aberration, neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;153 (18d8 + 72)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>12 (+1)</p></td><td><p>18 (+4)</p></td><td><p>22 (+6)</p></td><td><p>19 (+4)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +6 , Int + 11 , Wis +9, Cha +8</p><p><strong>Skills</strong>&nbsp;Perception +9</p><p><strong>Damage Resistances</strong>&nbsp;cold; bludgeoning, piercing, and slashing from nonmagical attacks <br /> <strong>Damage Immunities</strong>&nbsp; psychic<br /> <strong>Condition Immunities</strong>&nbsp; charmed , frightened<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 19<br /> <strong>Languages</strong>&nbsp;&nbsp;Common, Deep Speech, Undercommon<br /> <strong>Challenge</strong>&nbsp;13 (10,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Out-of-Phase Movement</strong></em>. The seer can move through other creatures and objects as if they were difficult terrain . Each creature it moves through takes 5 (1d10) psychic damage; no creature<br />can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside a n object.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The seer makes two comet staff attacks or uses Psychic Orb twice.</p><p><em><strong>Comet Staff.</strong></em> Melee Weapon Attack: +11 to hit, reach 5 ft., one target . Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, a nd the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.</p><p><em><strong>Psychic Orb.</strong></em> Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.</p><p><em><strong>Collapse Distance (Recharge 6).</strong></em> The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>REACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bend Space.</strong></em> When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet ofit. The other star spawn is hit by the attack instead.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12892,
            "initiative": "",
            "name": "Star Spawn Seer",
            "reference": "MToF",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Female Steeder</h2><p><em>Large monstrosity, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;14 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;30 (4d10 + 8)<br /> <strong>Speed</strong>&nbsp;30 ft., climb 30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>16 (+3)</p></td><td><p>14 (+2)</p></td><td><p>2 (-4)</p></td><td><p>10 (+0)</p></td><td><p>3 (-4)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Stealth +7, Perception +4</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 14<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;1&nbsp;(200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Spider Climb.</strong></em> The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><em><strong>Extraordinary Leap.</strong> </em>The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage.</p><p><em><strong>Sticky Leg.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12) . The steeder can have only one creature grappled at a time.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12893,
            "initiative": "",
            "name": "Female Steeder",
            "reference": "MToF",
            "size": "Large",
            "type": "Magical Beast"
        },
        {
            "alignment": "Neutral",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "",
            "full_text": "<h2>Male Steeder</h2><p><em>Medium monstrosity, unaligned</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;12 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;13 (2d8 + 4)<br /> <strong>Speed</strong>&nbsp;30 ft., climb 30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td><td><p>2 (-4)</p></td><td><p>10 (+0)</p></td><td><p>3 (-4)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Stealth +5, Perception +4</p><p><strong>Senses</strong>&nbsp; darkvision 120 ft., passive Perception 14<br /> <strong>Languages</strong>&nbsp;&nbsp;<br /> <strong>Challenge</strong>&nbsp;1/4 (SO XP)</p><hr /><p>&nbsp;</p><p>&nbsp;</p><p><strong><em>Spider Climb.</em></strong>&nbsp;The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong><em>Extraordinary Leap.</em></strong><em>&nbsp;</em>The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p>&nbsp;</p><p><strong><em>Bite.</em></strong>&nbsp;Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.</p><p><strong><em>Sticky Leg.</em></strong>&nbsp;Melee Weapon Attack: +4 to hit, reach 5 ft., one&nbsp;Small or Tiny&nbsp;creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12894,
            "initiative": "",
            "name": "Male Steeder",
            "reference": "MToF",
            "size": "Medium",
            "type": "Magical Beast"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "16",
            "challenge_rating": "16",
            "environment": "",
            "family": "",
            "full_text": "<h2>Steel Predator</h2><p><em>Large construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;20 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;207 (18d10 + 108)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>24 (+7)</p></td><td><p>17 (+3)</p></td><td><p>22 (+6)</p></td><td><p>4 (-3)</p></td><td><p>14 (+2)</p></td><td><p>6 (-2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +7, Stealth +8 , Survival +7</p><p><strong>Damage Resistances</strong>&nbsp; cold, lightning, necrotic, thunder<br /> <strong>Damage Immunities</strong>&nbsp; poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned<br /> <strong>Senses</strong>&nbsp; blindsight 30 ft., darkvision 60 ft., passive Perception 17<br /> <strong>Languages</strong>&nbsp;understands Modron and the language of its owner but can't speak&nbsp;<br /> <strong>Challenge</strong>&nbsp;16 (15,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:</p><p>3/day each: <em>dimension door</em> (self only). <em>plane shift</em> (self only)</p><p><em><strong>Magic Resistance.</strong></em> The steel predator has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The steel predator's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The steel predator makes three attacks: one with its bite and two with its claw.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.</p><p><em><strong>Stunning Roar (Recharge 5-6).</strong> </em>The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12895,
            "initiative": "",
            "name": "Steel Predator",
            "reference": "MToF",
            "size": "Large",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "1",
            "challenge_rating": "1",
            "environment": "",
            "family": "",
            "full_text": "<h2>Stone Cursed</h2><p><em>Medium construct, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;&nbsp;19 (3d8 + 4)<br /> <strong>Speed</strong>&nbsp;10 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>16 (+3)</p></td><td><p>5 (-3)</p></td><td><p>14 (+2)</p></td><td><p>5 (-3)</p></td><td><p>8 (-1)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Damage Vulnerabilities</strong>&nbsp;&nbsp;bludgeoning</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, frightened, petrified, poisoned<br /> <strong>Senses</strong>&nbsp;passive Perception 9 <br /> <strong>Languages</strong>&nbsp;&nbsp;the languages it knew in life<br /> <strong>Challenge</strong>&nbsp;1 (200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Cunning Opportunist.</strong></em> The stone cursed has advantage on the attack rolls of opportunity attacks.</p><p><em><strong>False Appearance.</strong></em> While the stone cursed remains motionless, it is indistinguishable from a normal statue.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Petrifying Claws.</strong> </em>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature , it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends ifthe second save is successful; otherwise the target is petrified for 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12896,
            "initiative": "",
            "name": "Stone Cursed",
            "reference": "MToF",
            "size": "Medium",
            "type": "Construct"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "",
            "full_text": "<h2>Sword Wraith Commander</h2><p><em>Medium undead, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;18 (breastplate, shield)<br /> <strong>Hit Points</strong>&nbsp;127 (15d8 + 60)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>14 (+2)</p></td><td><p>18 (+4)</p></td><td><p>11 (+0)</p></td><td><p>12 (+1)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +4</p><p><strong>Damage Resistances</strong>&nbsp; necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, frightened, poisoned, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 14<br /> <strong>Languages</strong>&nbsp;the languages it knew in life&nbsp;<br /> <strong>Challenge</strong>&nbsp;8 (3,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Martial Fury.</strong> </em>As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.</p><p><em><strong>Turning Defiance.</strong> </em>The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><strong><em>Multiattack</em>.</strong> The sword wraith makes two weapon attacks.</p><p><em><strong>Longsword.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</p><p><em><strong>Longbow.</strong></em> Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</p><p><em><strong>Call to Honor (1/Day)</strong></em>. To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12897,
            "initiative": "",
            "name": "Sword Wraith Commander ",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Sword Wraith Warrior</h2><p><em>Medium undead, lawful evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;16 (chain shirt, shield)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;45 (6d8 + 18)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>12 (+1)</p></td><td><p>17 (+3)</p></td><td><p>6 (-2)</p></td><td><p>9 (-1)</p></td><td><p>10 (+0)</p></td></tr></tbody></table><hr /><p><strong>Damage Resistances</strong>&nbsp;&nbsp;necrotic; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong>&nbsp;poison <br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, frightened, poisoned, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 9<br /> <strong>Languages</strong>&nbsp;the languages it knew in life&nbsp;<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Martial Fury.</strong></em> As a bonus action, the sword wraith can make one weapon attack. lf it does so, attack rolls against it have advantage until the start of its next turn.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Longsword</strong></em>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</p><p><em><strong>Longbow.</strong></em> Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12898,
            "initiative": "",
            "name": "Sword Wraith Warrior",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Lawful Good",
            "base_attack": "",
            "ch": "0",
            "challenge_rating": "0",
            "environment": "",
            "family": "tortle",
            "full_text": "<h2>Tortle</h2><p><em>Medium humanoid (tortle), lawful good</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural)<br /> <strong>Hit Points</strong>&nbsp;22 (4d8 + 4)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>15 (+2)</p></td><td><p>10 (+0)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>13 (+1)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Athletics +4, Survival +3</p><p><strong>Senses</strong>&nbsp; passive Perception 11<br /> <strong>Languages</strong>&nbsp;&nbsp;Aquan, Common<br /> <strong>Challenge</strong>&nbsp;1/4 (50 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Hold Breath.</strong> </em>The tortle can hold its breath for 1 hour.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit : 4 (1d4 + 2) slashing damage.</p><p><em><strong>Quarterstaff</strong></em>. Melee Weapon Attack: -t-4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</p><p><em><strong>Light Crossbow.</strong> </em>Ranged Weapon Attack: +2 to hit, range 80/320ft. , one target. Hit : 4 (1d8) piercing damage.</p><p><em><strong>Shell Defense.</strong></em> The tortle withdraws into its shell. Until it emerges, it gains a + 4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12899,
            "initiative": "",
            "name": "Tortle",
            "reference": "MToF",
            "size": "Medium",
            "type": "Humanoid"
        },
        {
            "alignment": "Lawful Neutral",
            "base_attack": "",
            "ch": "2",
            "challenge_rating": "2",
            "environment": "",
            "family": "tortle",
            "full_text": "<h2>Tortle Druid</h2><p><em>Medium humanoid (tortle) , lawful neutral</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural)<br /> <strong>Hit Points</strong>&nbsp;33 (6d8 + 6)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>14 (+2)</p></td><td><p>10 (+0)</p></td><td><p>12 (+1)</p></td><td><p>11 (+0)</p></td><td><p>15 (+2)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Animal Handling +4, Nature +2, Survival +4</p><p><strong>Senses</strong>&nbsp; passive Perception 12<br /> <strong>Languages</strong>&nbsp;&nbsp;Aquan, Common<br /> <strong>Challenge</strong>&nbsp;2 (450 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Hold Breath.</strong></em> The tortle can hold its breath for 1 hour.</p><p><em><strong>Spellcasting.</strong></em> The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the fo ll owing druid spells prepared:</p><p>Cantrips (at will): <em>druidcraft, guidance, produce flame</em><br />1st leve l (4 slots): <em>animal friendship, cure wounds, speak with animals , thunderwave</em><br />2nd level (3 slots) : <em>darkvision , hold person</em></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Claws</strong> </em>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target . Hit: 4 (1d4 + 2) slashing damage.</p><p><em><strong>Quarterstaff.</strong></em> Mele e Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit : 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</p><p><em><strong>Shell Defense.</strong> </em>The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws , it can't take reactions, and the only action it can t ake is a bonus action to emerge .</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12900,
            "initiative": "",
            "name": "Tortle Druid",
            "reference": "MToF",
            "size": "Medium",
            "type": "Aberration"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "13",
            "challenge_rating": "13",
            "environment": "",
            "family": "",
            "full_text": "<h2>Dire Troll</h2><p><em>Huge giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;172 (15d12 + 75)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>22 (+6)</p></td><td><p>15 (+2)</p></td><td><p>21 (+5)</p></td><td><p>9 (-1)</p></td><td><p>11 (+0)</p></td><td><p>5 (-3)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +5, Cha +2</p><p><strong>Skills</strong>&nbsp;Perception +5</p><p><strong>Damage Resistances</strong>&nbsp;bludgeoning, piercing, and slashing from nonmagical attacks <br /> <strong>Condition Immunities</strong>&nbsp; frightened, poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 15<br /> <strong>Languages</strong>&nbsp;&nbsp;Giant<br /> <strong>Challenge</strong>&nbsp;13 (10,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Keen Senses.</strong></em> The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.</p><p><em><strong>Regeneration.</strong> </em>The troll regains 10 hit points at the start of its turn. If the troll takes acid or fi re damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The troll makes five attacks: one with its bite and four with its claws.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +11 to hit, reach 10 ft. , one target. Hit: 16 (3d6 + 6) slashing damage.</p><p><em><strong>Whirlwind of Claws (Recharge 5-6).</strong> </em>Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12901,
            "initiative": "",
            "name": "Dire Troll",
            "reference": "MToF",
            "size": "Huge",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "",
            "full_text": "<h2>Rot Troll</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;138 (12d10 + 72)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>13 (+1)</p></td><td><p>22 (+6)</p></td><td><p>5 (-3)</p></td><td><p>8 (-1)</p></td><td><p>4 (-3)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +3</p><p><strong>Damage Immunities</strong>&nbsp; necrotic<br /><strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 13<br /> <strong>Languages</strong>&nbsp;&nbsp;Giant<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Rancid Degeneration.</strong></em> At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The troll makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12902,
            "initiative": "",
            "name": "Rot Troll",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "",
            "full_text": "<h2>Spirit Troll</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;97 (15d10 + 15)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>1 (-5)</p></td><td><p>17 (+3)</p></td><td><p>13 (+1)</p></td><td><p>8 (-1)</p></td><td><p>9 (-1)</p></td><td><p>16 (+3)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +3</p><p><strong>Damage Resistances</strong>&nbsp; acid, cold , fire, lightning, thunder<br /> <strong>Damage Immunities</strong>&nbsp; bludgeoning, piercing , and slashing from nonmagical attacks<br /> <strong>Condition Immunities</strong>&nbsp; exhaustion, grappled, paralyzed, petrified , prone, restrained, unconscious<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 13<br /> <strong>Languages</strong>&nbsp;&nbsp;Giant<br /> <strong>Challenge</strong>&nbsp;11 (7,200 XP}</p><hr /><p>&nbsp;</p><p><em><strong>Incorporeal Movement.</strong></em> The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage ifit ends its turn inside an object.</p><p><em><strong>Regeneration.</strong></em> The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies on ly if it starts its turn with 0 hit points and doesn't regenerate.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The troll makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong> </em>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12903,
            "initiative": "",
            "name": "Spirit Troll",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "",
            "full_text": "<h2>Venom Troll</h2><p><em>Large giant, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;94 (9d10 + 45)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>13 (+1)</p></td><td><p>20 (+5)</p></td><td><p>7 (-2)</p></td><td><p>9 (-1)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Perception +2</p><p><strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 12<br /> <strong>Languages</strong>&nbsp;&nbsp;Giant<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p>Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.</p><p>Poison Splash. When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.</p><p>Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this&nbsp;trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The troll makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.</p><p><em><strong>Claws.</strong> </em>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) s lashing damage plus 4 (1d8) poison damage.</p><p><em><strong>Venom Spray (Recharge 6).</strong></em> The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12904,
            "initiative": "",
            "name": "Venom Troll",
            "reference": "MToF",
            "size": "Large",
            "type": "Giant"
        },
        {
            "alignment": "Chaotic Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "",
            "full_text": "<h2>Vampiric Mist</h2><p><em>Medium undead, chaotic evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;13&nbsp;<br /> <strong>Hit Points</strong>&nbsp;30 (4d8 + 12)<br /> <strong>Speed</strong>&nbsp;0 ft., fly 30 ft. (hover)</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>6 (-2)</p></td><td><p>16 (+3)</p></td><td><p>16 (+3)</p></td><td><p>6 (-2)</p></td><td><p>12 (+1)</p></td><td><p>7 (-2)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Wis +3</p><p><strong>Damage Resistances</strong>&nbsp; acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; poison<br /> <strong>Condition Immunities</strong>&nbsp; charmed, exhaustion, grappled, paralyzed, petrified , poisoned, prone, restrained<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., passive Perception 11<br /> <strong>Languages</strong>&nbsp; -<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Life Sense.</strong> </em>The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead.</p><p><em><strong>Forbiddance.</strong></em> The mist can't enter a residence without an invitation from one of the occupants.</p><p><em><strong>Misty Form.</strong></em> The mist can occupy another creature's space and vice versa. In addition , if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity.</p><p><em><strong>Sunlight Hypersensitivity.</strong> </em>The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Life Drain</strong></em>. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12905,
            "initiative": "",
            "name": "Vampiric Mist",
            "reference": "MToF",
            "size": "Medium",
            "type": "Undead"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "8",
            "challenge_rating": "8",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Canoloth</h2><p><em>Medium fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;16 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;120 (16d8 + 48)<br /> <strong>Speed</strong>&nbsp;50 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>18 (+4)</p></td><td><p>10 (+0)</p></td><td><p>17 (+3)</p></td><td><p>5 (-3)</p></td><td><p>17 (+3)</p></td><td><p>12 (+1)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Investigation +3, Perception +9</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;acid , poison <br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; darkvision 60 ft., truesight 120 ft., passive Perception 19<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal, Infernal, telepathy 60 ft.<br /> <strong>Challenge</strong>&nbsp;8 (3,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Dimensional Lock.</strong> </em>Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.</p><p><em><strong>Magic Resistance.</strong></em> The canoloth has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The canoloth's weapon attacks are magical.</p><p><em><strong>Uncanny Senses.</strong></em> The canoloth can't be surprised while it isn 't incapacitated.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The canoloth makes two attacks: one with its tongue or its bite and one with its claws.</p><p><em><strong>Bite</strong></em>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 25 (6d6 + 4) piercing damage.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.</p><p><em><strong>Tongue.</strong></em> Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the cano loth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12906,
            "initiative": "",
            "name": "Canoloth",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "7",
            "challenge_rating": "7",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Dhergoloth</h2><p><em>Medium fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;15 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;119 (14d8 +56)<br /> <strong>Speed</strong>&nbsp;30 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>17 (+3)</p></td><td><p>10 (+0)</p></td><td><p>19 (+4)</p></td><td><p>7 (-2)</p></td><td><p>10 (+0)</p></td><td><p>9 (-1)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Str +6</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;acid, poison <br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; blindsight 60 ft., darkvision 60 ft., passive Perception 10<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal, Infernal, telepathy 60 ft.<br /> <strong>Challenge</strong>&nbsp;7 (2,900 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>darkness, fear</em><br />3/day: <em>sleep</em></p><p><em><strong>Magic Resistance.</strong></em> The dhergoloth has advantage on saving throws against spells and other magical effects.<br /><br /><em><strong>Magic Weapons.</strong></em> The dhergoloth's weapon attacks are magical.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The dhergoloth makes two claw attacks.</p><p><em><strong>Claw.</strong> </em>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</p><p><em><strong>Flailing Claws (Recharge 5-6).</strong></em> The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.</p><p><em><strong>Teleport.</strong></em> The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12907,
            "initiative": "",
            "name": "Dhergoloth",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "9",
            "challenge_rating": "9",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Hydroloth</h2><p><em>Medium fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 15<br /> <strong>Hit Points</strong>&nbsp;135 (18d8 + 54)<br /> <strong>Speed</strong>&nbsp;20 ft., swim 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>12 (+1)</p></td><td><p>21 (+5)</p></td><td><p>16 (+3)</p></td><td><p>19 (+4)</p></td><td><p>10 (+0)</p></td><td><p>14 (+2)</p></td></tr></tbody></table><hr /><p><strong>Skills</strong>&nbsp;Insight +4, Perception +4</p><p><strong>Damage Vulnerabilities&nbsp;</strong>fire</p><p><strong>Damage Resistances</strong>&nbsp; cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; acid, poison<br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; blindsight 60 ft., darkvision 60 ft. , passive Perception 14<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal, Infernal, telepathy 60 ft.<br /> <strong>Challenge</strong>&nbsp;9 (5,000 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Amphibious.</strong></em> The hydroloth can breathe air and water.</p><p><em><strong>Innate Spellcasting</strong></em>. The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will :<em> darkness, detect magic, dispel magic, invisibility</em> (self only), <em>water walk</em><br />3/day each: <em>control water, crown of madness, fear, phantasmal killer, suggestion</em></p><p><em><strong>Magic Resistance.</strong></em> The hydroloth has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The hydroloth's weapon attacks are magical</p><p><em><strong>Secure Memory.</strong></em> The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.</p><p><em><strong>Watery Advantage.</strong></em> While submerged in liquid, the hydroloth has advantage on attack rolls.</p><p>&nbsp;</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The hydroloth makes two melee attacks . In place of one of these attacks, it can cast one spell that takes 1 action to cast.</p><p><em><strong>Claws.</strong></em> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.</p><p><em><strong>Bite.</strong></em> Melee Weapon Attack: +9 to h it, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.</p><p><em><strong>Steal Memory (1/Day).</strong></em> The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5,&nbsp;they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A <em>greater restoration</em> or<em> remove curse</em> spell cast on the target ends this effect early.</p><p><em><strong>Teleport.</strong></em> The hydroloth magically teleports, a long with any equipment it is wea ring or carrying, up to 60 feet to an unoccupied space it can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12908,
            "initiative": "",
            "name": "Hydroloth",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "3",
            "challenge_rating": "3",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Merrenoloth</h2><p><em>Medium fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp; 13<br /> <strong>Hit Points</strong>&nbsp;40 (9d8)<br /> <strong>Speed</strong>&nbsp;30 ft., swim 40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>8 (-1)</p></td><td><p>17 (+3)</p></td><td><p>10 (+0)</p></td><td><p>17 (+3)</p></td><td><p>14 (+2)</p></td><td><p>11 (+0)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +5 , Int + 5</p><p><strong>Skills</strong>&nbsp;History +5, Nature + 5, Perception +4, Survival + 4</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;acid, poison <br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; blindsight 60 ft ., darkvision 60 f t., passive Perception 14<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal, Infernal, telepathy 60 ft .<br /> <strong>Challenge</strong>&nbsp;3 (700 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting</strong></em>. The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:</p><p>At will : <em>charm person, darkness, detect magic, dispel magic, gust of wind</em><br />3/day: <em>control water</em><br />1/day: <em>control weather</em></p><p><em><strong>Magic Resistance.</strong> </em>The merrenoloth has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The merrenoloth's weapon attacks are magical.</p><p><em><strong>Teleport.</strong></em> As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The merrenoloth uses Fear Gaze once and makes one oar attack.</p><p><em><strong>Oar.</strong></em> Melee Weapon Attack: +5 to hit, reach 5 f t., one target. Hit: 8 (2d4 + 3) slashing damage.</p><p><em><strong>Fear Gaze.</strong> </em>The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p>&nbsp;</p><h3>LAIR ACTIONS</h3><hr /><h3>&nbsp;</h3><p>Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one la ir acti on to c ause one of the following effects; it can't use the same effect two rounds in a row:</p><p>&bull; The ship regains 22 (4d10) hit points.</p><p>&bull; A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.</p><p>&bull; The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there it must succeed o n a DC 13 Strength saving throw or be knocked prone.</p><p>&nbsp;</p><h4>REGIONAL EFFECTS</h4><p>A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:</p><p>&bull; The ship doesn't sink even if its hull is breached.</p><p>&bull; The ship always stays on course to the destination the merrenoloth names.</p><p>&bull; Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.</p><p>If the merrenoloth dies, these effects fade over the course o f 1d6 hours&nbsp;</p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12909,
            "initiative": "",
            "name": "Merrenoloth",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "12",
            "challenge_rating": "12",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Oinoloth</h2><p><em>Medium fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;&nbsp;17 (natural armor)<br /> <strong>Hit Points</strong>&nbsp;126 (12d10 + 60)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>17 (+3)</p></td><td><p>18 (+4)</p></td><td><p>17 (+3)</p></td><td><p>16 (+3)</p></td><td><p>19 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Con +8, Wis +7</p><p><strong>Skills</strong>&nbsp;Deception +8, Intimidation +8, Perception +7</p><p><strong>Damage Resistances</strong>&nbsp; cold, lire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp; acid, poison<br /> <strong>Condition Immunities</strong>&nbsp;poisoned <br /> <strong>Senses</strong>&nbsp; blindsight 60 ft., darkvision 60 ft., passive Perception 17<br /> <strong>Languages</strong>&nbsp;&nbsp;Abyssal, Infernal, telepathy 60 ft.<br /> <strong>Challenge</strong>&nbsp;12 (8,400 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Bringer of Plagues (Recharge 5-6).</strong></em> As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and<br />die, and the number of hit points restored by a spell to a creature in that area is halved.<br />&nbsp; &nbsp;Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.<br />&nbsp; &nbsp;The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.</p><p><em><strong>Innate Spellcasting.</strong></em> The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will:<em> darkness, detect magic, dispel magic, invisibility</em> (self only)<br />1 /day each: <em>feeblemind, globe of invulnerability, wall of fire, wall of ice</em></p><p><em><strong>Magic Resistance.</strong></em> The oinoloth has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The oinoloth's weapon attacks are magical.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong></em> The oinoloth uses its Transfixing Gaze and makes two claw attacks.</p><p><em><strong>Claw.</strong> </em>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.</p><p><em><strong>Corrupted Healing (Recharge 6).</strong> </em>The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.</p><p><em><strong>Teleport.</strong></em> The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</p><p><em><strong>Transfixing Gaze.</strong> </em>The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12910,
            "initiative": "",
            "name": "Oinoloth",
            "reference": "MToF",
            "size": "Medium",
            "type": "Fiend"
        },
        {
            "alignment": "Neutral Evil",
            "base_attack": "",
            "ch": "11",
            "challenge_rating": "11",
            "environment": "",
            "family": "yugoloth",
            "full_text": "<h2>Yagnoloth</h2><p><em>Large fiend (yugoloth), neutral evil</em></p><hr /><p>&nbsp;</p><p><strong>Armor Class</strong>&nbsp;17 (natural armor)&nbsp;<br /> <strong>Hit Points</strong>&nbsp;147 (14d10 + 70)<br /> <strong>Speed</strong>&nbsp;40 ft.</p><hr /><p>&nbsp;</p><table width=\"414\"><tbody><tr><td><p><strong>STR</strong></p></td><td><p><strong>DEX</strong></p></td><td><p><strong>CON</strong></p></td><td><p><strong>INT</strong></p></td><td><p><strong>WIS</strong></p></td><td><p><strong>CHA</strong></p></td></tr><tr><td><p>19 (+4)</p></td><td><p>14 (+2)</p></td><td><p>21 (+5)</p></td><td><p>16 (+3)</p></td><td><p>15 (+2)</p></td><td><p>18 (+4)</p></td></tr></tbody></table><hr /><p><strong>Saving Throws&nbsp;</strong>Dex +6, Int +7, Wis +6, Cha +8</p><p><strong>Skills</strong>&nbsp;Deception +8, Insight +6, Perception +6, Persuasion +8</p><p><strong>Damage Resistances</strong>&nbsp; cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<br /> <strong>Damage Immunities</strong>&nbsp;acid, poison <br /> <strong>Condition Immunities</strong>&nbsp; poisoned<br /> <strong>Senses</strong>&nbsp; blindsight 60 ft., darkvision 60 ft., passive Perception 16<br /> <strong>Languages</strong>&nbsp;Abyssal, Inferna l, telepathy 60 ft.<br /> <strong>Challenge</strong>&nbsp;11 (7,200 XP)</p><hr /><p>&nbsp;</p><p><em><strong>Innate Spellcasting.</strong></em> The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>darkness, detect magic, dispel magic, invisibility</em> (self only), <em>suggestion</em><br />3/day:<em> lightning bolt</em></p><p><em><strong>Magic Resistance.</strong></em> The yagnoloth has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Magic Weapons.</strong></em> The yagnoloth's weapon attacks are magical.</p><p><strong>&nbsp;</strong></p><p><strong>ACTIONS</strong></p><hr /><p>&nbsp;</p><p><em><strong>Multiattack.</strong> </em>The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.</p><p><em><strong>Electrified Touch.</strong></em> Melee Weapon Attack: +8 to hit, reach 5 ft., one target . Hit: 27 (6d8) lightning damage.</p><p><em><strong>Massive Arm.</strong></em> Melee Weapon Attack: +8 to hit, reach 15 ft., one t arget. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.</p><p><em><strong>Life Leech.</strong></em> The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit poin t maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.</p><p><em><strong>Battlefield Cunning (Recharge 4- 6).</strong></em> Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.</p><p><em><strong>Teleport.</strong></em> The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p><strong>&nbsp;</strong></p><p>&nbsp;</p><p><strong>&nbsp;</strong></p>",
            "hit_dice": "",
            "id": 12911,
            "initiative": "",
            "name": "Yagnoloth",
            "reference": "MToF",
            "size": "Large",
            "type": "Fiend"
        }
    ],
    [
        {
            "alignment": "NG ",
            "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>",
            "id": 10024,
            "name": "Arawai",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LN ",
            "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>",
            "id": 10025,
            "name": "Aureon",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Neutral",
            "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>",
            "id": 10026,
            "name": "Azuth",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10027,
            "name": "Balinor",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "full_text": "<h1>Beory</h1><p><i>goddess of nature</i><br/>Origin: Greyhawk<br/>Domains: Nature<br/>Symbol: Green disk<br/></p>",
            "id": 10028,
            "name": "Beory",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Evil",
            "full_text": "<h1>Beshaba</h1><p><i>goddess of misfortune </i><br/>Origin: Forgotten Realms<br/>Domains: Trickery <br/>Symbol: Black antlers<br/></p>",
            "id": 10029,
            "name": "Beshaba",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Evil",
            "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>",
            "id": 10030,
            "name": "Bhaal",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10031,
            "name": "Blibdoolpoolp",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10032,
            "name": "Boldrei",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "full_text": "<h1>Branchala</h1><p><i>god of music </i><br/>Origin: Dragonlance<br/>Domains: Light<br/>Symbol: Bard's harp<br/></p>",
            "id": 10033,
            "name": "Branchala",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Good",
            "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>",
            "id": 10034,
            "name": "Chauntea",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "full_text": "<h1>Chislev</h1><p><i>goddess of nature </i><br/>Origin: Dragonlance<br/>Domains: Nature<br/>Symbol: Feather<br/></p>",
            "id": 10035,
            "name": "Chislev",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10036,
            "name": "Cults of the Dragon Below",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Evil",
            "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>",
            "id": 10037,
            "name": "Cyric",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10038,
            "name": "Deep Sashelas",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Good",
            "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>",
            "id": 10039,
            "name": "Deneir",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10040,
            "name": "Dol Arrah",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10041,
            "name": "Dol Dorn",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "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>",
            "id": 10042,
            "name": "Eadro",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Good",
            "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>",
            "id": 10043,
            "name": "Eldath",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "full_text": "<h1>Gilean</h1><p><i>god of knowledge </i><br/>Origin: Dragonlance<br/>Domains: Knowledge<br/>Symbol: Open book<br/></p>",
            "id": 10044,
            "name": "Gilean",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "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>",
            "id": 10045,
            "name": "Gond",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10046,
            "name": "Grolantor",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10047,
            "name": "Habbakuk",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Neutral",
            "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>",
            "id": 10048,
            "name": "Helm",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10049,
            "name": "Hiddukel",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "full_text": "<h1>Hruggek</h1><p><i>bugbear god of violence </i><br/>Origin: Nonhuman Deities<br/>Domains: War<br/>Symbol: Morningstar<br/></p>",
            "id": 10050,
            "name": "Hruggek",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Good",
            "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>",
            "id": 10051,
            "name": "Ilmater",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10052,
            "name": "Incabulos",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Neutral",
            "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>",
            "id": 10053,
            "name": "Kelemvor",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10054,
            "name": "Kiri-Jolith",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10055,
            "name": "Kol Korran",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10056,
            "name": "Kurtulmak",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10057,
            "name": "Laogzed",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10058,
            "name": "Lathander",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CN ",
            "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>",
            "id": 10059,
            "name": "Leira",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10060,
            "name": "Lliira",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10061,
            "name": "Loviatar",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "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>",
            "id": 10062,
            "name": "Lunitari",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10063,
            "name": "Maglubiyet",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LC ",
            "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>",
            "id": 10064,
            "name": "Majere",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10065,
            "name": "Malar",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CN ",
            "full_text": "<h1>Mask</h1><p><i>god of thieves</i><br/>Origin: Forgotten Realms<br/>Domains: Trickery <br/>Symbol: Black mask<br/></p>",
            "id": 10066,
            "name": "Mask",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10067,
            "name": "Mielikki",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10068,
            "name": "Milil",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10069,
            "name": "Mishakal",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10070,
            "name": "Morgion",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10071,
            "name": "Myrkul",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10072,
            "name": "Mystra",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Evil",
            "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>",
            "id": 10073,
            "name": "Nuitari",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "full_text": "<h1>Oghma</h1><p><i>god of knowledge</i><br/>Origin: Forgotten Realms<br/>Domains: Knowledge <br/>Symbol: Blank scroll<br/></p>",
            "id": 10074,
            "name": "Oghma",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "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>",
            "id": 10075,
            "name": "Olladra",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Good",
            "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>",
            "id": 10076,
            "name": "Onatar",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10077,
            "name": "Paladine",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CN ",
            "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>",
            "id": 10078,
            "name": "Ralishaz",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "full_text": "<h1>Reorx </h1><p><i>god of craft </i><br/>Origin: Dragonlance<br/>Domains: Knowledge <br/>Symbol: Forging hammer <br/></p>",
            "id": 10079,
            "name": "Reorx ",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10080,
            "name": "Rillifane Rallathil",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10081,
            "name": "Sargonnas",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LN ",
            "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>",
            "id": 10082,
            "name": "Savras",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Good",
            "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>",
            "id": 10083,
            "name": "Sehanine Moonbow ",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10084,
            "name": "Sekolah",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10085,
            "name": "SelUne",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "full_text": "<h1>Semuanya</h1><p><i>lizardfolk deity of survival </i><br/>Origin: Nonhuman Deities<br/>Domains: Life<br/>Symbol: Egg<br/></p>",
            "id": 10086,
            "name": "Semuanya",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10087,
            "name": "Shar",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10088,
            "name": "Shinare",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10089,
            "name": "Silvanus",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10090,
            "name": "Sirrion",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10091,
            "name": "Skerrit",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "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>",
            "id": 10092,
            "name": "Skoraeus Stonebones ",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Good",
            "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>",
            "id": 10093,
            "name": "Solinari",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": " LN ",
            "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>",
            "id": 10094,
            "name": "St. Cuthbert",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10095,
            "name": "Sune",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10096,
            "name": "Surtur",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LE ",
            "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>",
            "id": 10097,
            "name": "Takhisis",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10098,
            "name": "Talona",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CE ",
            "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>",
            "id": 10099,
            "name": "Talos",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Neutral",
            "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>",
            "id": 10100,
            "name": "The Blood of Vol",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10101,
            "name": "The Devourer",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral Evil",
            "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>",
            "id": 10102,
            "name": "The Fury",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NE ",
            "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>",
            "id": 10103,
            "name": "The Keeper",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Lawful Neutral",
            "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>",
            "id": 10104,
            "name": "The Path of Light",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10105,
            "name": "The Silver Flame",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Good",
            "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>",
            "id": 10106,
            "name": "The Spirits of the Past",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Neutral",
            "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>",
            "id": 10107,
            "name": "The Traveler",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "NG ",
            "full_text": "<h1>The Undying Court</h1><p><i>elven ancestors </i><br/>Origin: Eberron<br/>Domains: Knowledge, Life <br/>Symbol: Varies <br/></p>",
            "id": 10108,
            "name": "The Undying Court",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Evil",
            "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>",
            "id": 10109,
            "name": "Thrym",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10110,
            "name": "Torm",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "CG ",
            "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>",
            "id": 10111,
            "name": "Tymora",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10112,
            "name": "Tyr",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "LG ",
            "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>",
            "id": 10113,
            "name": "Ulaa",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "N ",
            "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>",
            "id": 10114,
            "name": "Waukeen",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Chaotic Evil",
            "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>",
            "id": 10115,
            "name": "Zeboim",
            "reference": "PhB",
            "type": "other"
        },
        {
            "alignment": "Neutral",
            "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>",
            "id": 10116,
            "name": "Zivilyn",
            "reference": "PhB",
            "type": "other"
        }
    ]
]