[[],[],[],[],[],[],[],[{"id":5190,"name":"Barbarian, Path of the Battlerager","type":"archetype","hit_die":"1d8","alignment":"Any","full_text":"
See Barbarian<\/a> for the main class description.<\/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> 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> BATTLERAGER ARMOR RECKLESS ABANDON BATTLERAGER CHARGE SPIKED RETRIBUTION <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5192,"name":"Fighter, Purple Dragon Knight","type":"archetype","hit_die":"1d10","alignment":"Any","full_text":" See Fighter<\/a> for the main class description.<\/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> RESTRICTION: KNIGHTHOOD RALLYING CRY ROYAL ENVOY INSPIRING SURGE<\/strong> BULWARK<\/strong> 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> WIND SPEAKER<\/strong> TEMPESTUOUS MAGIC<\/strong> HEART OF THE STORM<\/strong> STORM GUIDE<\/strong> STORM'S FURY<\/strong> WIND SOUL<\/strong> <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5194,"name":"Warlock, The Undying","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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> EXPANDED SPELL LIST <\/strong> UNDYING EXPANDED SPELLS<\/strong><\/p>Restriction: Dwarves Only<\/h3>
<\/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 feet of you. If the attack hits, the spikes deal 1d4 piercing 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>
<\/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>
<\/strong>Beginning at 10th level,you can take the Dash action as a bonus action while you are raging.
<\/strong><\/p>
<\/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><\/p>Purple Dragon Knight<\/h1>
<\/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>
<\/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>
<\/strong>A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
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>
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>
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>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5193,"name":"Sorcerer, Storm Sorcery","type":"archetype","hit_die":"","alignment":"Any","full_text":"Storm Sorcery<\/h1>
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>
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>
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. <\/p>
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>
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>
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>The Undying<\/h1>
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>