http:\/\/media.wizards.com\/2016\/dnd\/downloads\/1_UA_Artificer_20170109.pdf<\/a><\/p><\/div>","reference":"Usergen","class_skills":"Choose 3: Arcana, Deception, History, Investigation, Medicine, Nature,\t Religion, Sleight of Hand","proficiencies":"Armor: Light and medium armor Weapons: Simple weapons Tools: Thieves\u2019 tools,\ttwo other tools of your choice"},{"id":5819,"name":"Artificer: Alchemist","type":"archetype","hit_die":"","alignment":"Any","full_text":"An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.<\/p>
Alchemist’s Satchel<\/h2>
At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.<\/p>
Alchemical Formula<\/h2>
At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.<\/p>
Alchemical Fire<\/strong>. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).<\/p>Alchemical Acid.<\/strong> As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).<\/p>Healing Draught.<\/strong> As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).<\/p> Smoke Stick.<\/strong> As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.<\/p>Swift Step Draught.<\/strong> As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.<\/p>Tanglefoot Bag.<\/strong> As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.<\/p>Thunderstone.<\/strong> As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5820,"name":"Artificer: Gunsmith","type":"archetype","hit_die":"","alignment":"Any","full_text":"A master of engineering, you forge a firearm powered by a combination of science and magic.<\/p>
Master Smith<\/h2>
When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.<\/p>
Thunder Cannon<\/h2>
At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.<\/p>
Arcane Magazine<\/h2>
At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.<\/p>
Thunder Monger<\/h2>
At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).<\/p>
Blast Wave<\/h2>
Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).<\/p>
Piercing Round<\/h2>
Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.<\/p>
Explosive Round<\/h2>
Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5821,"name":"Ranger: Horizon\tWalker","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.<\/p>
Planar Magic<\/h2>
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, and it doesn’t count against the number of ranger spells you know.<\/p>
Horizon Walker Spells<\/h3>Ranger Level Spells<\/h4>- 3rd: protection from evil and good<\/li>
- 5th: alter self<\/li>
- 9th: protection from energy<\/li>
- 13th: banishment<\/li>
- 17th: teleportation circle<\/li><\/ul>
Planar Warrior<\/h2>
At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.<\/p>
Portal Lore<\/h2>
At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them. Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.<\/p>
Ethereal Step<\/h2>
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<\/p>
Distant Strike<\/h2>
At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.<\/p>
Spectral Defense<\/h2>
At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5822,"name":"Ranger: Primeval Guardian","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.<\/p>
Guardian Magic<\/h2>
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.<\/p>
Primeval Guardian Spells<\/h3>Ranger Level: Spells<\/h3>- 3rd entangle<\/li>
- 5th enhance ability<\/li>
- 9th conjure animals<\/li>
- 13th giant insect<\/li>
- 17th insect plague<\/li><\/ul>
Guardian Soul<\/h2>
Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:<\/p>
- Your size becomes Large, unless you were larger.<\/li>
- Any speed you have becomes 5 feet, unless the speed was lower.<\/li>
- Your reach increases by 5 feet.<\/li>
- You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.<\/li><\/ul>
Piercing Thorns<\/h2>
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.<\/p>
Ancient Fortitude<\/h2>
At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.<\/p>
Rooted Defense<\/h2>
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.<\/p>
Guardian Aura<\/h2>
Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5823,"name":"Rogue: Scout\t","type":"archetype","hit_die":"","alignment":"Any","full_text":"
You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.<\/p>
Survivalist<\/h2>
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<\/p>
Skirmisher<\/h2>
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’t provoke opportunity attacks.<\/p>
Superior Mobility<\/h2>
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>
Ambush Master<\/h2>
Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative. Each of the allies also receives a 10 -foot increase to speed that lasts until the end of the ally’s next turn.<\/p>
Sudden Strike<\/h2>
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 only if the attack is the only one you make against the target this turn.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5861,"name":"Sorcerer: Favored Soul","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Sorcerer: Favored Soul<\/h2>
Type:<\/b> archetype<\/p>Requirements:<\/h3>
Sorcerer<\/p>
Alignment:<\/b> Any<\/p>
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, 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 fight in a god’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. Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.<\/p>
Divine Magic<\/h2>
Your link to the divine allows you to learn spells normally associated with the cleric class. 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. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.<\/p>
Supernatural Resilience<\/h2>
At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.<\/p>
Favored by the Gods<\/h2>
Starting at 1st level, divine power guards your destiny. 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. Once you use this feature, you can’t use it again until you finish a short or long rest.<\/p>
Blessed Countenance<\/h2>
At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus. Divine Purity At 14th level, you become immune to disease, poison damage, and the poisoned condition.<\/p>
Unearthly Recovery<\/h2>
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less 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’t use it again until you finish a long rest.<\/p>
Reference: http:\/\/media.wizards.com\/2017\/dnd\/downloads\/26_UASorcererUA020617s.pdf<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5862,"name":"Sorcerer: Sea Sorcery","type":"archetype","hit_die":"","alignment":"Any","full_text":"Sorcerer: Sea Sorcery<\/h2>
Type:<\/b> archetype<\/p>Requirements<\/h3>
To quilify for this class, a character must fulfill all the folowing criteria<\/p>
Alignment:<\/b> Any
<\/p>
<\/div>
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.<\/p>
Soul of the Sea<\/h2>
Soul of the Sea At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.<\/p>
Curse of the Sea<\/h2>
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.<\/p>
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.<\/p>
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):<\/p>
Cold Damage.<\/strong> If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater<\/p>Lightning Damage.<\/strong> If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.<\/p>Forced Movement.<\/strong> If the target is moved by your spell, increase the distance it is moved by 15 feet.<\/p>Watery Defense<\/h2>
At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.<\/p>
Shifting Form<\/h2>
Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.<\/p>
Water Soul<\/h2>
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:<\/p>
- You no longer need to eat, drink, or sleep.<\/li>
- A critical hit against you becomes a normal hit.<\/li>
- You have resistance to bludgeoning, piercing, and slashing damage.<\/li><\/ul>
Reference: http:\/\/media.wizards.com\/2017\/dnd\/downloads\/26_UASorcererUA020617s.pdf<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5863,"name":"Sorcerer: Phoenix Sorcery","type":"archetype","hit_die":"","alignment":"Any","full_text":"Sorcerer: Phoenix Sorcery<\/h2>
Type:<\/b> archetype<\/p>Requirements<\/h3>
To quilify for this class, a character must fulfill all the folowing criteria<\/p>
Alignment:<\/b> Any
<\/p>
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.<\/p>
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.<\/p>
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.<\/p>
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.<\/p>
Phoenix Soul Quirks<\/h2>
d6<\/td> | Quirk<\/td><\/tr> |
1<\/td> | You absentmindedly ignite small fires that quickly sputter out.<\/td><\/tr> |
2<\/td> | You cackle like a fiend when you unleash your fire spells<\/td><\/tr> |
3<\/td> | You admire fire, even if it burns your friends.<\/td><\/tr> |
4<\/td> | You are covered in burns that mark the first time your power manifested.<\/td><\/tr> |
5<\/td> | You like your food charred.<\/td><\/tr> |
6<\/td> | You are brave to the point of recklessness.<\/td><\/tr><\/tbody><\/table> Ignite<\/h2>
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.<\/p> Mantle of Flame<\/h2>Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:<\/p> - You shed bright light in a 30-foot radius and dim light for an additional 30 feet.<\/li>
- Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.<\/li>
- Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.<\/li><\/ul>
Once you use this feature, you can’t use it again until you finish a long rest.<\/p> Phoenix Spark<\/h2>Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.<\/p> If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.<\/p> If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can’t use it again until you finish a long rest.<\/p> Nourishing Fire<\/h2>Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.<\/p> Form of the Phoenix<\/h2>At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:<\/p> - You have a flying speed of 40 feet and can hover.<\/li>
- You have resistance to all damage.<\/li>
- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.<\/li><\/ul>
Reference: http:\/\/media.wizards.com\/2017\/dnd\/downloads\/26_UASorcererUA020617s.pdf<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":5864,"name":"Sorcerer: Stone Sorcery","type":"archetype","hit_die":"","alignment":"Any","full_text":"Sorcerer: Stone Sorcery<\/h2>Type:<\/b> archtype<\/p>Requirements<\/h3> To quilify for this class, a character must fulfill all the folowing criteria<\/p> Alignment:<\/b> Any
<\/p>
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.<\/div>Bonus Proficiencies<\/h2>At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.<\/p> Metal Magic<\/h2>Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.<\/p> Spell Level<\/strong><\/td>Spell<\/strong><\/td><\/tr>1st<\/td> | compelled duel<\/td><\/tr> | 1st<\/td> | searing smite<\/td><\/tr> | 1st<\/td> | thunderous smite<\/td><\/tr> | 1st<\/td> | wrathful smite<\/td><\/tr> | 2nd<\/td> | branding smite<\/td><\/tr> | 2nd<\/td> | magic weapon<\/td><\/tr> | 3rd<\/td> | blinding smite<\/td><\/tr> | 3rd<\/td> | elemental weapon<\/td><\/tr> | 4th<\/td> | staggering smite<\/td><\/tr><\/tbody><\/table>Stone’s Durability<\/h2>At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.<\/p> As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.<\/p> Stone Aegis<\/h2>Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.<\/p> As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.<\/p> In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.<\/p> Stone’s Edge<\/h2>Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.<\/p> Earth Master’s Aegis<\/h2>Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.<\/p>
Reference: http:\/\/media.wizards.com\/2017\/dnd\/downloads\/26_UASorcererUA020617s.pdf<\/b><\/p><\/div>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[]]
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