[[],[],[],[],[],[],[],[{"id":5650,"name":"Barbarian, Path of the Ancestral Guardian","type":"archetype","hit_die":"d12","alignment":"Any","full_text":"
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>
Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. 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’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’t target you, and if the creature 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 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. 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’re raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5651,"name":"Barbarian, Path of the Storm Herald","type":"archetype","hit_die":"d12","alignment":"Any","full_text":" <\/p> 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> 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’s end, or deep in the hottest deserts.<\/span><\/p> 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> While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment. At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level. 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. At 14th level, the power of the storm you channel grows mightier. Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.<\/span><\/p> 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. 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> 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’t rage again until you finish a short or long rest. 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’t use it again until you finish a long rest. 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’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’t die until your rage ends.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5653,"name":"Bard, College of Glamour","type":"archetype","hit_die":"d8","alignment":"Any","full_text":" 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> 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. 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> 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> 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> 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> Starting at 3rd level, you can charge your performance with seductive fey magic.<\/span><\/p> 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> If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. <\/span><\/p> Once you use this feature, you can’t use it again until you finish a short or long rest. 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>command <\/span>as a Once you use this feature, you can’t use it again until you finish a long rest.<\/span><\/p> At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely. In addition, through this feature, you can cast <\/span>sanctuary <\/span><\/em>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> Once you cast <\/span>sanctuary <\/span><\/em>using this feature, you can’t do so again until you finish a short or long rest.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5655,"name":"Bard, College of Whispers","type":"archetype","hit_die":"d8","alignment":"Any","full_text":" 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. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ 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> 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> 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. 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. 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. 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 If the target succeeds on its save, the target has no hint that you tried to frighten it. <\/span><\/p> Once you use this feature, you can’t use it again until you finish a short rest or long rest. At 6th level, you gain the ability to adopt a creature’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’re Small), and you can have only one shadow captured at a time. After you capture a creature’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’s appearance for 1 hour or until you end this effect as a bonus action. <\/span><\/p> 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. Another creature can see through this disguise by making a Wisdom (Insight) check opposed by <\/span>your Charisma (Deception) check, though you gain a +5 bonus to your check. <\/span><\/p> The disguise and the knowledge it grants disappears when this ability’s duration ends. At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. 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’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.<\/span><\/p> 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> While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’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. When the effect ends, the creature has no understanding of why it held you in such fear.<\/span><\/p> Once you use this feature, you can’t use it again until you finish a long rest.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5657,"name":"Ranger, Marshall","type":"archetype","hit_die":"d10","alignment":"Any","full_text":" <\/p> <\/p> At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers<\/span><\/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. Superiority Dice<\/span><\/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. <\/span><\/p> Saving Throws<\/span><\/strong>.<\/strong> 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: <\/span>Maneuver save DC <\/span>= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).<\/span><\/p> 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> 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> 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> 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: • <\/span>One beast of challenge rating 2 or lower 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’ statistics. 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. Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. As a replacement for Share Spells, we could also consider the following feature:
<\/span><\/p>
<\/span><\/p>Ancestral Protectors
<\/span><\/h2>
takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.<\/span><\/p>Ancestral Shield
<\/span><\/h2>
from a source other than Rage.<\/span><\/p>Consult the Spirits
<\/span><\/h2>
<\/span><\/p>Vengeful Ancestors
<\/span><\/h2>Path of the Storm Herald<\/span><\/h1>
Storm of Fury
<\/span><\/h2>
<\/span>Desert.<\/strong> <\/span>Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.
<\/span>Sea.<\/strong> <\/span>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.
<\/span>Tundra.<\/strong> <\/span>Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.<\/span><\/p>Storm Soul
<\/span><\/h2>
<\/span>Desert.<\/strong> <\/span>You gain resistance to fire damage and don’t suffer the effects of extreme heat.
<\/span>Sea.<\/strong> <\/span>You gain resistance to lightning damage and can breathe underwater.
<\/span>Tundra.<\/strong> <\/span>You gain resistance to cold damage and don’t suffer the effects of extreme cold.
<\/span><\/p>Shield of the Storm
<\/span><\/h2>
<\/span><\/p>Raging Storm
<\/span><\/h2>
<\/span>Desert.<\/strong> <\/span>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’s speed drops to 0 until the start of its next turn.
<\/span>Sea.<\/strong> <\/span>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.
<\/span>Tundra.<\/strong> <\/span>The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5652,"name":"Barbarian, Path of the Zealot","type":"archetype","hit_die":"d12","alignment":"Any","full_text":"Path of the Zealot<\/span><\/h1>
inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. <\/span><\/p>Divine Fury
<\/span><\/h2>
<\/span><\/p>Warrior of the Gods
<\/span><\/h2>
<\/span><\/p>Zealous Focus
<\/span><\/h2>
<\/span><\/p>Zealous Presence
<\/span><\/h2>
<\/span><\/p>Rage Beyond Death
<\/span><\/h2>College of Glamour<\/span><\/h1>
<\/span><\/p>Mantle of Inspiration
<\/span><\/h2>Enthralling Performance
<\/span><\/h2>
<\/span><\/p>Mantle of Majesty
<\/span><\/h2>
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>Unbreakable Majesty
<\/span><\/h2>
<\/span><\/p>College of Whispers<\/span><\/h1>
<\/span><\/p>Venomous Blades
<\/span><\/h2>
<\/span><\/p>
<\/span><\/p>Venomous Words
<\/span><\/h2>
<\/span><\/p>
hides there.
<\/span><\/p>
<\/span><\/p>Mantle of Whispers
<\/span><\/h2>
<\/span><\/p>
<\/span><\/p>
<\/span><\/p>Shadow Lore
<\/span><\/h2>
<\/span><\/p>
<\/span><\/p>Spell-Less Ranger<\/span><\/h1>
Combat Superiority
<\/span><\/h2>
<\/span><\/p>
<\/span><\/p>Poultices<\/span><\/h2>
Natural Antivenom
<\/span><\/h2>Call Natural Allies
<\/span><\/h2>
<\/span><\/p>
<\/span>• <\/span>Two beasts of challenge rating 1 or lower
<\/span>• <\/span>Four beasts of challenge rating 1\/2 or lower
<\/span>• <\/span>Eight beasts of challenge rating 1\/4 or lower
<\/span><\/p>
<\/span><\/p>
<\/span><\/p>Relentless
<\/span><\/h2>
<\/span><\/p>