[[],[],[],[],[],[],[],[{"id":6866,"name":"Barbarian - Path of the Ancestral Guardian- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. 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 sagas of victories against terrible monsters and other fearsome rivals.<\/p>
Level Feature<\/strong><\/p> 3rd Ancestral Protectors<\/p> 6th Spirit Shield (2d8)<\/p> 10th Consult the Spirits, Spirit Shield (3d8)<\/p> 14th Vengeful Ancestors, Spirit Shield (4d8)<\/p> <\/strong><\/p> Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends.<\/p> Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.<\/p> At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.<\/p> At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6867,"name":"Barbarian - Path of the Storm Herald- Official","type":"base","hit_die":"","alignment":"Any","full_text":" All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.<\/p> Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.<\/p> Barbarian Level Feature<\/strong> Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. Desert.<\/strong> When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.<\/p> Sea.<\/strong> When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.<\/p> Tundra.<\/strong> When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.<\/p> At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.<\/p> Desert.<\/strong> You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.<\/p> Sea.<\/strong> You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.<\/p> Tundra.<\/strong> You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.<\/p> At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.<\/p> At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. <\/p> Desert.<\/strong> Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.<\/p> Sea.<\/strong> When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.<\/p> Tundra.<\/strong> Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6868,"name":"Barbarian - Path of the Zealot- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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 inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.<\/p> Barbarian Level Feature<\/p> 3rd Divine Fury, Warrior of the Gods Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.<\/p> At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead<\/em>, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.<\/p> Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.<\/p> At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain 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.<\/p> Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you’re 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, and you die then only if you still have 0 hit points.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6869,"name":"Bard - College of Glamour - Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards 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, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.<\/p> Bard Level Feature<\/p> 3rd Mantle of Inspiration, Enthralling Performance When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<\/p> Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, 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 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 talks to it, and it hinders anyone who opposes you, although it avoids 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. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.<\/p> 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 cast Command<\/em>, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command <\/em>as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.<\/p> At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature ries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6870,"name":"Bard - College of Swords - Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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. 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’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their 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 troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.<\/p> Bard Level Feature When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your hard spells.<\/p> At 3rd level, you adopt a 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 something in the game lets you choose again. <\/p> 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> 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> At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of Defensive Flourish.<\/strong> You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.<\/p> Slashing Flourish.<\/strong> You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.<\/p> Mobile Flourish.<\/strong> You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.<\/p> Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/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>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6871,"name":"Bard - College of Whispers - Official","type":"archetype","hit_die":"","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 other bards, 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, Bard Level Feature When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.<\/p> At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in 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 of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies bing At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. 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. You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.<\/p> Cleric Level Spells When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.<\/p> At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.<\/p> Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.<\/p> Starting at 6th level, your mastery of the forge grants you special abilities: 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.<\/p> At 17th level, your blessed affinity with fire and metal becomes more powerful: 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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.<\/p> Cleric Level Feature<\/p> 1st Domain Spells, Circle of Mortality, Eyes of the Grave You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.<\/p> Cleric Level Spells At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. At lst level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity. You can use this feature a number of imes equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest.<\/p> Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end Of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability tO all of that attack's damage, and then thecurse ends.<\/p> At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.<\/p> Starting at 17th level. you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can't do so again until the start of your next turn.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6887,"name":"Druid - Circle of Dreams- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.<\/p> Druid Level Feature At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature 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. You regain all expended dice when you finish a long rest.<\/p> At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.<\/p> Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. 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> At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. 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. 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. Shepherds, as they are known, see such creatures as their charges. 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. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.<\/p> Druid Level Feature At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. 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 doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.<\/p> Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. Bear Spirit<\/strong>. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.<\/p> Hawk Spirit<\/strong>. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.<\/p> Unicorn Spirit<\/strong>. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.<\/p> MIGHTY SUMMONER<\/strong><\/p> Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the. following benefits: GUARDIAN SPIRIT<\/strong><\/p> Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. 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> FAITHFUL SUMMONS<\/strong><\/p> Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using 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, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6892,"name":"Wizard - War Magic- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents“ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them. In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”<\/p> Wizard Level Feature<\/strong> At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a 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. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.<\/p> Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.<\/p> Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.<\/p> At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to are from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6893,"name":"Warlock - The Hexblade- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexhlade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.<\/p> Warlock Level Feature<\/strong> The Hexblade 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> Spell Level Spells<\/strong> Starting at lst level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:<\/p> - You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. You can’t use this feature again until you finish a short or long rest.<\/p> At lst level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.<\/p> At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.<\/p> Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6894,"name":"Warlock - The Celestial- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. 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.<\/p> Warlock Level Feature<\/strong> The Celestial 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> Spell Level Spells<\/strong> At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.<\/p> At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 plus your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).<\/p> Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.<\/p> Starting at 6th level, your link to the Celestial 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 or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.<\/p> Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level plus your Charisma modifier.<\/p> Starting at 14th level, the radiant energy you channel allows you to resist death. 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. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 plus your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6895,"name":"Sorcerer - Storm Sorcery- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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 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> Sorcerer Level Feature<\/strong> 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 fly up 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 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 d6 Quirk<\/strong> Sorcerer Level Feature<\/strong> 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’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 the spell.<\/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’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’t use this feature again until you finish a long rest.<\/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’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes: 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, 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 reduced to 0 hit points, or after 5 minutes.<\/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> 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 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>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6897,"name":"Sorcerer - Divine Soul- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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 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. 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> Sorcerer Level Feature<\/strong> 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 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’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> Affinity Spell<\/strong> 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 the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.<\/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> 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. 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 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’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6898,"name":"Rogue - Swashbuckler- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.<\/p> Rogue Level Feature<\/strong> 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’t make opportunity attacks against you for the rest of your turn.<\/p> Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.<\/p> Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6899,"name":"Rogue - Scout- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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> Rogue Level Feature<\/strong> 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> When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<\/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> 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> 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’t use your Sneak Attack against the same target more than once in a turn.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6900,"name":"Rogue - Mastermind- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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> Rogue Level Feature<\/strong> 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. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.<\/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 within 5 feet of you, if the target can see or hear you.<\/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 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: At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.<\/p> Beginning 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> Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. 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’t be compelled to tell the truth by magic.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6901,"name":"Rogue - Inquisitive- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, 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 keen deductions make you well equipped to expose and end hidden evils.<\/p> Rogue Level Feature<\/strong> When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.<\/p> Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.<\/p> At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.<\/p> Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. 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> At 17th level, you learn to exploit a creature’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 3d6.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6902,"name":"Ranger - Monster Slayer- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, Slayers are experts at unearthing and defeating mighty, mystical foes.<\/p> Ranger Level Feature<\/strong> Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer 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> Ranger Level Spell<\/strong> At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.<\/p> Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.<\/p> At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.<\/p> At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.<\/p> At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6903,"name":"Ranger - Horizon Walker- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" Horizon Walkers guard the world against threats that 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 the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse- especially benevolent dragons, fey, and elementals-that work to preserve life and the order of the planes.<\/p> Ranger Level Feature<\/strong><\/p> 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 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’t count against the number of ranger spells you know.<\/p> Ranger Level Spell<\/strong> 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’t use it again until 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> 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’t use it again until you finish a short or long rest.<\/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> At 15th level, your ability to move between planes enables you to slip through the planar boundaries to 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’s damage on this turn.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6904,"name":"Ranger - Gloom Stalker- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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 go any place Where evil lurks in the shadows.<\/p> Ranger Level Feature<\/strong> 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> Ranger Level Spell<\/strong> 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> 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> 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> At 11th level, you learn to attack with such unexpected 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> Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’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>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6905,"name":"Paladin - Oath of Redemption- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" 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. 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. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such fees, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.<\/p> The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice:<\/p> Peace.<\/strong> Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.<\/p> Innocence.<\/strong> All people begin life in an innocent state, and it is their environment or the influence of dark Patience.<\/strong> Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.<\/p> Wisdom.<\/strong> Your heart and mind must stay clear, for eventually you will be forced to admit defeat. 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. 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> Paladin Level Feature<\/strong> You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.<\/p> Paladin Level Spells<\/strong> When you take this oath at 3rd level, you gain the following two Channel Divinity options.<\/p> Emissary of Peace.<\/strong> You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<\/p> Rebuke the Violent.<\/strong> You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.<\/p> Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 plus half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.<\/p> At 20th level, you become an avatar of peace, which gives you two benefits: If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6906,"name":"Paladin - Oath of Conquest- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’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> A paladin who takes this oath has the tenets of conquest seared on the upper arm.<\/p> Douse the Flame of Hope.<\/strong> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming 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> 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> Paladin Level Feature<\/strong> 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> OATH 0F CONQUEST SPELLS<\/p> Paladin Level Spells<\/strong> When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath 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> 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 the roll, but before the DM says whether the attack hits or misses.<\/p> Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through 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 turn there. At 18th level, the range of this aura increases to 30 feet.<\/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’re not incapacitated.<\/p> At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: Once you use this feature, you can’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6908,"name":"Monk - Way of the Sun Soul- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" Monks of the Way of the Sun Soul learn to channel their 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> Monk Level Feature<\/strong> Starting when you Choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with 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. When you take the Attack action on your turn and use this special attack as part of it, you can. spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.<\/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 burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’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.<\/p> At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically 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. Each creature in that 20—foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the spheres damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.<\/p> At 17th level, you become wreathed in a luminous, magical 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. 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 plus Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.<\/p> Monk Level Feature<\/strong> When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.<\/p> Kensei Weapons.<\/strong> Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and Agile Parry.<\/strong> 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. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.<\/p> Kensei’s Shot.<\/strong> You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.<\/p> Way of the Brush.<\/strong> You gain proficiency with your choice of calligrapher's supplies or painter's supplies.<\/p> At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.<\/p> Magic Kensei Weapons.<\/strong> Your attacks with your kensei weapons count as magical for the purpose of overcoming Deft Strike.<\/strong> 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. You can use this feature only once on each of yourturns.<\/p> At 11th level, you gain the ability to augment your weapons further with your ki. 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. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.<\/p> At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6910,"name":"Monk - Way of the Drunken Master- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.<\/p> Monk Level Feature<\/strong> When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.<\/p> At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. 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> Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.<\/p> Leap to Your Feet.<\/strong> When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.<\/p> Redirect Attack.<\/strong> When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.<\/p> Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.<\/p> At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6911,"name":"Fighter - Samurai- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.<\/p> Fighter Level Feature<\/strong> When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.<\/p> Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.<\/p> Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).<\/p> Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.<\/p> Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.<\/p> Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6912,"name":"Fighter - Cavalier- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" The archetypal Cavalier excels at mounted combat. 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. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.<\/p> Fighter Level Feature<\/strong> When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language ofyour choice.<\/p> Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.<\/p> Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature 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.<\/p> At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.<\/p> Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 plus your proficiency bonus plus your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.<\/p> Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6913,"name":"Fighter - Arcane Archer- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":" An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They 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. Over the centuries, the methods of these elf archers have been learned by members of other races Fighter Level Feature<\/strong> At 3rd level, you learn magical theory or some of the secrets of nature- typical for practitioners of this elven martial tradition. You choose to gain proficiency in ei ther the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or the Druidcraft cantrip.<\/p> At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire a magic arrow from a The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical Banishing Arrow.<\/strong> You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.<\/p> Beguiling Arrow.<\/strong> Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one ofyour allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally at tacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.<\/p> Bursting Arrow.<\/strong> You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.<\/p> Enfeebling Arrow.<\/strong> You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.<\/p> Grasping Arrow.<\/strong> When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow 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. The target or any reature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.<\/p> Piercing Arrow.<\/strong> You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity Seeking Arrow.<\/strong> Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.<\/p> Shadow Arrow.<\/strong> You weave illusion magic into your arrow, causing it to occlude your fees vision with shadows. The creature hit by the arrow 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. The psychic damage increases to 4d6 when you reach At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.<\/p> At 7th level, you learn how to direct an errant arrow toward a new target. 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> Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6926,"name":"Revised Ranger","type":"base","hit_die":"1d10","alignment":"Any","full_text":" As a ranger, you gain the following class features.<\/p> Hit Points <\/strong><\/p> Hit Dice<\/strong>: 1d10 per ranger level<\/p> Hit Points at 1st Level<\/strong>: 10 + your Constitution modifier<\/p> Hit Points at Higher Levels<\/strong>: 1d10 (or 6) + your Constitution modifier per ranger level after 1st<\/p> Proficiencies<\/strong><\/p> Armor<\/strong>: Light armor, medium armor, shields<\/p> Weapons<\/strong>: Simple weapons, martial weapons<\/p> Tools<\/strong>: None<\/p> Saving Throws<\/strong>: Strength, Dexterity<\/p> Skills<\/strong>: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:<\/p> • (a) scale mail or (b) leather armor<\/p> • (a) two shortswords or (b) two simple melee weapons<\/p> • (a) a dungeoneer’s pack or (b) an explorer’s pack<\/p> • A longbow and a quiver of 20 arrows<\/p> 1st level: +2 Proficiency Bonus, Favored Enemy, Natural Explorer 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. 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. Additionally, 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, 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> 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> • You ignore difficult terrain. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. 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> Archery<\/strong> You gain a +2 bonus to attack rolls you make with ranged weapons.<\/p> Defense<\/strong> While you are wearing armor, you gain a +1 bonus to AC.<\/p> 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> 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> 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> 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. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2ndlevel spell slot available, you can cast Animal Friendship using either slot.<\/p> You know two 1st-level spells of your choice from the ranger spell list. 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. 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> 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> Spell save DC<\/strong> = 8 + your proficiency bonus + your Wisdom modifier<\/p> Spell attack modifier<\/strong> = your proficiency bonus + your Wisdom modifier<\/p> Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. 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. You cannot use this ability against a creature that you have attacked within the past 10 minutes. 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. If there are multiple groups of your favored enemies within range, you learn this information for each group.<\/p> 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. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.<\/p> At 6th level, you are ready to hunt even deadlier game. 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. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. Fleet of Foot Beginning at 8th level, you can use the Dash action as a bonus action on your turn.<\/p> Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. 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 −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. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.<\/p> 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. Feral Senses 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> 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>","reference":"Usergen","class_skills":"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival","proficiencies":"Light armor, medium armor, shields, simple weapons, martial weapons; Saving throws: Strength, Dexterity"},{"id":6930,"name":"Revised Ranger - Ranger Conclaves","type":"archetype","hit_die":"","alignment":"Any","full_text":" Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.<\/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> At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. 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. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. 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. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. 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. 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> d6 Trait<\/strong><\/p> 1 I’m dauntless in the face of adversity. d6 Flaw<\/strong><\/p> 1 If there’s food left unattended, I’ll eat it. <\/p> Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. 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. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. 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. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. 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. 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, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”<\/p> 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. <\/p> Beginning at 5th level, you and your animal companion form a more potent fighting team. 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. Beast’s Defense At 7th level, while your companion can see you, it has advantage on all saving throws.<\/p> 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> 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> 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> At 3rd level, you gain one of the following features of your choice.<\/p> 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> 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> 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> Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p> At 7th level, you gain one of the following features of your choice.<\/p> Escape the Horde.<\/strong> Opportunity attacks against you are made with disadvantage.<\/p> 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> Steel Will.<\/strong> You have advantage on saving throws against being frightened.<\/p> At 11th level, you gain one of the following features of your choice.<\/p> 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> 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> At 15th level, you gain one of the following features of your choice.<\/p> 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> 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> 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> 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> At 3rd level, you master the art of the ambush. 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. 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> 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. 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> Ranger Level Spells <\/strong><\/p> 3rd Disguise Self<\/p> 5th Rope Trick<\/p> 9th Glyph of Warding<\/p> 13th Greater Invisibility<\/p> 17th Seeming<\/p> Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p> At 7th level, you gain proficiency in Wisdom saving throws.<\/p> Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.<\/p> 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>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]ANCESTRAL PROTECTORS<\/strong><\/h2>
SPIRIT SHIELD<\/h2>
CONSULT THE SPIRITS<\/h2>
VENGEFUL ANCESTORS<\/h2>
Path of the Storm Herald<\/h1>
PATH OF THE STORM HERALD FEATURES<\/h2>
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm<\/p>STORM AURA<\/h2>
lf your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.<\/p>STORM SOUL<\/h2>
SHIELDING STORM<\/h2>
RAGING STORM<\/h2>
Path of the Zealot<\/h1>
PATH OF THE ZEALOT FEATURES<\/h2>
6th Fanatical Focus
10th Zealous Presence
14th Rage Beyond Death<\/p>DIVINE FURY<\/h2>
WARRIOR OF THE GODS<\/h2>
FANATICAL FOCUS<\/h2>
ZEALOUS PRESENCE<\/h2>
RAGE BEYOND DEATH<\/h2>
College of Glamour<\/h1>
COLLEGE OF GLAMOUR FEATURES<\/h2>
6th Mantle of Majesty
14th Unbreakable Majesty<\/p>MANTLE OF INSPIRATION<\/h2>
ENTHRALLING PERFORMANCE<\/h2>
MANTLE OF MAJESTY<\/h2>
UNBREAKABLE MAJESTY<\/h2>
COLLEGE OF SWORDS<\/h1>
College of Swords Features<\/h2>
3rd Bonus Proficiencies, Fighting Style, Blade Flourish
6th Extra Attack
14th Master's Flourish<\/p>BONUS PROFICIENGIES<\/h2>
FIGHTING STYLE<\/h2>
BLADE FLOURISH<\/h2>
this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.<\/p>EXTRA ATTACK<\/h2>
MASTER’S FLOURISH<\/h2>
COLLEGE OF WHISPERS<\/h1>
viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.<\/p>COLLEGE OF WHISPERS FEATURES<\/h2>
3rd Psychic Blades, Words of Terror
6th Mantle of Whispers
14th Shadow Lore<\/p>PSYCHIC BLADES<\/h2>
WORDS OF TERROR<\/h2>
attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p>MANTLE OF WHISPERS<\/h2>
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.<\/p>SHADOW LORE<\/h2>
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed 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. Once you use this feature, you can’t use it again until you finish a long rest. <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6885,"name":"Cleric - Forge Domain- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"FORGE DOMAIN<\/h1>
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 be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines
overrun by ores, 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.<\/p>FORGE DOMAIN FEATURES<\/h2>
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Blessing of the Forge
2nd Channel Divinity: Artisan's Blessing
6th Soul of the Forge
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Saint of Forge and Fire<\/p>DOMAIN SPELLS<\/h2>
FORGE DOMAIN SPELLS<\/h2>
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elementai Weapon, Protection From Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation<\/p>BONUS PROFICIENCIES<\/h2>
BLESSING OF THE FORGE<\/h2>
CHANNEL DIVINITY: ARTISAN‘S BLESSING<\/h2>
SOUL OF THE FORGE<\/h2>
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.<\/p>DIVINE STRIKE<\/h2>
SAINT OF FORGE AND FIRE<\/h2>
- You gain immunity to fire damage.
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6886,"name":"Cleric - Grave Domain- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"GRAVE DOMAIN<\/h1>
GRAVE DOMAIN FEATURES<\/h2>
2nd Channel Divinity: Path to the Grave
6th Sentinel at Death's Door
8th Potent Spellcasting
17th Keeper of Souls<\/p>DOMAIN SPELLS<\/h2>
GRAVE DOMAIN SPELLS<\/h2>
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead<\/p>CIRCLE OF MORTALITY<\/h2>
In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.<\/p>EYES OF THE GRAVE<\/h2>
CHANNEL DIVINITY: PATH TO THE GRAVE<\/h2>
SENTINEL AT DEATH’S DOOR<\/h2>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.<\/p>POTENT SPELLCASTING<\/h2>
KEEPER OF SOULS<\/h2>
CIRCLE OF DREAMS<\/h1>
CIRCLE OF DREAMS FEATURES<\/h2>
2nd Balm of the Summer Court
6th Hearth of Moonlight and Shadow
10th Hidden Paths
14th Walker in Dreams<\/p>BALM OF THE SUMMER COURT<\/h2>
HEARTH OF MOONLIGHT AND SHADOW<\/h2>
HIDDEN PATHS<\/h2>
WALKER IN DREAMS<\/h2>
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished
a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6888,"name":"Druid - Circle of the Shepherd- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"CIRCLE OF THE SHEPHERD<\/h1>
CIRCLE OF THE SHEPHERD FEATURES<\/h2>
2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guardian Spirit
14th Faithful Summons<\/p>SPEECH OF THE WOODS<\/h2>
SPIRIT TOTEM<\/h2>
The effect of.the spirit’s aura depends on the type of spirit you summon from the options below.<\/p>
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.<\/p>WAR MAGIC<\/h1>
WAR MAGIC FEATURES<\/h2>
2nd Arcane Deflection, Tactical Wit
6th Power Surge
10th Durable Magic
14th Deflecting Shroud<\/p>ARCANE DEFLECTION<\/h2>
TACTICAL WIT<\/h2>
POWER SURGE<\/h2>
foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra
damage equals half your wizard level.<\/p>DURABLE MAGIC<\/h2>
DEFLECTING SHROUD<\/h2>
THE HEXBLADE<\/h1>
HEXBLADE FEATURES<\/h2>
1st Expanded Spell List, Hexblade’s Curse, Hex Warrior
6th Accursed Specter
10th Armor of Hexes
14th Master of Hexes<\/p>EXPANDED SPELL LIST<\/h2>
HEXBLADE EXPANDED SPELLS<\/h2>
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold<\/p>HEXBLADE’S CURSE<\/h2>
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).<\/p>HEX WARRIOR<\/h2>
the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.<\/p>ACCURSED SPECTER<\/h2>
ARMOR OF HEXES<\/h2>
MASTER OF HEXES<\/h2>
THE CELESTIAL<\/h1>
CELESTIAL FEATURES<\/h2>
1st Expanded Spell List, Bonus Cantrips, Healing Light
6th Radiant Soul
10th Celestial Resilience
14th Searing Vengeance<\/p>EXPANDED SPELL LIST<\/h2>
CELESTIAL EXPANDED SPELLS<\/h2>
1st Cure wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration<\/p>BONUS CANTRIPS<\/h2>
HEALING LIGHT<\/h2>
RADIANT SOUL<\/h2>
CELESTIAL RESILIENCE<\/h2>
SEARING VENGEANCE<\/h2>
STORM SORCERY<\/h1>
STORM SORCERY FEATURES<\/h2>
1st Wind Speaker, Tempestuous Magic
6th Heart of the Storm, Storm Guide
14th Storm’s Fury
18th Wind Soul<\/p>WIND SPEAKER<\/h2>
TEMPESTUOUS MAGIC<\/h2>
HEART OF THE STORM<\/h2>
STORM GUIDE<\/h2>
STORM’S FURY<\/h2>
WIND SOUL<\/h2>
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 plus 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>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6896,"name":"Sorcerer - Shadow Sorcery- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"SHADOW MAGIC<\/h1>
Quirks table to create a quirk for your character.<\/p>SHADOW SORCERER QUIRKS<\/h2>
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.<\/p>SHADOW MAGIC FEATURES<\/h2>
1st Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness)
6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form<\/p>EYES OF THE DARK<\/h2>
STRENGTH OF THE GRAVE<\/h2>
HOUND OF ILL OMEN<\/h2>
. The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- 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.
- 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>SHADOW WALK<\/h2>
UMBRAL FORM<\/h2>
DIVINE SOUL<\/h1>
DIVINE SOUL FEATURES<\/h2>
1st Divine Magic, Favored by the Gods
6th Empowered Healing
14th Otherworldly Wings
13th Unearthly Recovery<\/p>DIVINE MAGIC<\/h2>
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good<\/p>FAVORED BY THE GODS<\/h2>
EMPOWERED HEALING<\/h2>
OTHERWORLDLY WINGS<\/h2>
wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.<\/p>UNEARTHLY RECOVERY<\/h2>
SWASHBUCKLER<\/h1>
SWASHBUCKLER FEATURES<\/h2>
3rd Fancy Footwork, Rakish Audacity
9th Panache
13th Elegant Maneuver
17th Master Duelist<\/p>FANCY FOOTWORK<\/h2>
RAKISH AUDACITY<\/h2>
you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.<\/p>PANACHE<\/h2>
other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, 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>ELEGANT MANEUVER<\/h2>
MASTER DUELIST<\/h2>
SCOUT<\/h1>
SCOUT FEATURES<\/h2>
3rd Skirmisher, Survivalist
9th Superior Mobility
13th Ambush Master
17th Sudden Strike<\/p>SKIRMISHER<\/h2>
SURVIVALIST<\/h2>
SUPERIOR MOBILITY<\/h2>
AMBUSH MASTER<\/h2>
SUDDEN STRIKE<\/h2>
MASTERMIND<\/h1>
MASTERMIND FEATURES<\/h2>
3rd Master of Intrigue, Master of Tactics
9th Insightful Manipulator
13th Misdirectlon
17th Soul of Deceit<\/p>MASTER OF INTRIGUE<\/h2>
MASTER OF TACTICS<\/h2>
INSIGHTFUL MANIPULATOR<\/h2>
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)<\/p>MISDIRECTION<\/h2>
SOUL OF DECEIT<\/h2>
INQUISITIVE<\/h1>
lNQUISITIVE FEATURES<\/h2>
3rd Ear for Deceit, Eye for Detail, Insightful Fighting
9th Steady Eye
13th Unerring Eye
17th Eye for Weakness<\/p>EAR FOR DECEIT<\/h2>
EYE FOR DETAIL<\/h2>
INSIGHTFUL FIGHTING<\/h2>
use this feature against a different target.<\/p>STEADY EYE<\/h2>
UNERRING EYE<\/h2>
EYE FOR WEAKNESS<\/h2>
MONSTER SLAYER<\/h1>
MONSTER SLAYER FEATURES<\/h2>
3rd Monster Slayer Magic, Hunter’s Sense, Slayer's Prey
7th Supernatural Defense
11th Magic-User’s Nemesis
15th Slayer's Counter<\/p>MONSTER SLAYER MAGIC<\/h2>
MONSTER SLAYER SPELLS<\/h2>
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster<\/p>HUNTER’S SENSE<\/h2>
SLAYER’S PREY<\/h2>
SUPERNATURAL DEFENSE<\/h2>
MAGIC-USER’S NEMESIS<\/h2>
SLAYER’S COUNTER<\/h2>
HORIZON WALKER<\/h1>
HORIZON WALKER FEATURES<\/h2>
7th Ethereal Step
11th Distant Strike, Planar Warrior (2d8)
15th Spectral Defense<\/p>HORIZON WALKER MAGIC<\/h2>
HORIZON WALKER SPELLS<\/h2>
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle<\/p>DETECT PORTAL<\/h2>
you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.<\/p>PLANAR WARRIOR<\/h2>
ETHEREAL STEP<\/h2>
DISTANT STRIKE<\/h2>
SPECTRAL DEFENSE<\/h2>
GLOOM STALKER<\/h1>
GLOOM STALKER FEATURES<\/h2>
3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th Iron Mind
11th Stalker’s Flurry
15th Shadowy Dodge<\/p>GLOOM STALKER MAGIC<\/h2>
GLOOM STALKER SPELLS<\/h2>
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming<\/p>DREAD AMBUSHER<\/h2>
UMBRAL SIGHT<\/h2>
IRON MIND<\/h2>
STALKER’S FLURRY<\/h2>
SHADOWY DODGE<\/h2>
OATH OF REDEMPTION<\/h1>
TENETS OF REDEMPTION<\/h2>
forces that drives them to evil. 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>OATH OF REDEMPTION FEATURES<\/h2>
3rd Oath Spells. Channel Divinity
7th Aura of the Guardian (10 ft.)
15th Protective Spirit
18th Aura of the Guardian (30 ft.)
20th Emissary of Redemption<\/p>OATH SPELLS<\/h2>
OATH OF REDEMPTION SPELLS<\/h2>
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke’s Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force<\/p>CHANNEL DIVINITY<\/h2>
AURA OF THE GUARDIAN<\/h2>
At 18th level, the range of this aura increases to 30 feet.<\/p>PROTECTIVE SPIRIT<\/h2>
EMISSARY OF REDEMPTION<\/h2>
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.<\/p>OATH OF CONQUEST<\/h1>
TENETS OF CONQUEST<\/h2>
that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.<\/p>OATH OF CONQUEST FEATURES<\/h2>
3rd Oath Spells, Channel Divinity
7th Aura ofConquest (10 ft.)
15th Scornful Rebuke
18th Aura of Conquest (30 ft.)
20th Invincible Conqueror<\/p>OATH SPELLS<\/h2>
3rd Armor on Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person<\/p>CHANNEL DIVINITY<\/h2>
class feature for how Channel Divinity works.<\/p>AURA OF CONQUEST<\/h2>
SCORNFUL REBUKE<\/h2>
INVINCIBLE CONQUEROR<\/h2>
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.<\/p>WAY OF THE SUN SOUL<\/h1>
WAY OF THE SUN SOUL FEATURES<\/h2>
3rd Radiant Sun Bolt
6th Searing Arc Strike
11th Searing Sunburst
17th Sun Shield<\/p>RADIANT SUN BOLT<\/h2>
SEARING ARC STRIKE<\/h2>
SEARING SUNBURST<\/h2>
SUN SHIELD<\/h2>
your Wisdom modifier.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6909,"name":"Monk - Way of the Kensei- Official","type":"archetype","hit_die":"","alignment":"Any","full_text":"WAY OF THE KENSEI<\/h2>
WAY OF THE KENSEI FEATURES<\/h2>
3rd Path of the Kensei (2 weapons)
6th One with the Blade, Path of the Kensei (3 weapons)
11th Sharpen the Blade, Path of the Kensei (4 weapons)
17th Unerring Accuracy, Path of the Kensei (5 weapons)<\/p>PATH OF THE KENSEI<\/h2>
17th level in this class. you can choose another type of weapon—either melee or ranged—to be a kensei weapon
for you. following the criteria above.<\/p>ONE WITH THE BLADE<\/h2>
resistance and immunity to nonmagical attacks and damage.<\/p>SHARPEN THE BLADE<\/h2>
UNERRING ACCURACY<\/h2>
WAY OF THE DRUNKEN MASTER<\/h1>
WAY OF THE DRUNKEN MASTER FEATURES<\/h2>
3rd Bonus Proficiencies, Drunken Technique
6th Tipsy Sway
11th Drunkard's Luck
17th Intoxicated Frenzy<\/p>BONUS PROFICIENCIES<\/h2>
DRUNKEN TECHNIQUE<\/h2>
TIPSY SWAY<\/h2>
DRUNKARD’S LUCK<\/h2>
INTOXICATED FRENZY<\/h2>
SAMURAI<\/h1>
SAMURAI FEATURES<\/h2>
3rd Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th Elegant Courtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Rapid Strike, Fighting Spirit (15 temp. hp)
18th Strength before Death<\/p>BONUS PROFICIENCY<\/h2>
FIGHTING SPIRIT<\/h2>
ELEGANT COURTIER<\/h2>
TIRELESS SPIRIT<\/h2>
RAPID STRIKE<\/h2>
STRENGTH BEFORE DEATH<\/h2>
CAVALIER<\/h1>
CAVALIER FEATURES<\/h2>
3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark
7th Warding Maneuver
10th Hold the Line
15th Ferocious Charger
18th Vigilant Defender<\/p>BONUS PROFICIENCY<\/h2>
BORN TO THE SADDLE<\/h2>
UNWAVERING MARK<\/h2>
you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.<\/p>WARDING MANEUVER<\/h2>
HOLD THE LINE<\/h2>
FEROCIOUS CHARGER<\/h2>
VIGILANT DEFENDER<\/h2>
ARCANE ARCHER<\/h1>
who can also balance arcane aptitude with archery.<\/p>ARCANE ARCHER FEATURES<\/h2>
3rd Arcane Archer Lore, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th Arcane Shot (4 options)
15th Ever-Ready Shot, Arcane Shot (5 options)
18th Arcane Shot (6 options, improved shots)<\/p>ARCANE ARCHER LORE<\/h2>
ARCANE SHOT<\/h2>
shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th,10th, 15th, and 18th level. Each option also improves
when you become an 18th-level fighter.<\/p>ARCANE SHOT OPTIONS<\/h2>
order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 plus your proficiency bonus plus your Intelligence modifier.<\/p>
saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.<\/p>
18th level in this class.<\/p>MAGIC ARROW<\/h2>
CURVING SHOT<\/h2>
EVER-READY SHOT<\/h2>
Revised Ranger - September, 2016<\/h1>
Class Features<\/h2>
Level Abilities<\/h2>
2nd level: Fighting Style choice, Spellcasting; 2 spells known, 2 1st level spell slots
3rd level: Primeval Awareness, Ranger Conclave choice; 3 spells known, 3 1st level spell slots
4th level: Ability Score Improvement; 3 spells known, 3 1st level spell slots
5th level: +3 Proficiency Bonus, Ranger Conclave feature; 4 spells known, 4 1st level spell slots, 2 2nd level spell slots
6th level: Greater Favored Enemy; 4 spells known, 4 1st level spell slots, 2 2nd level spell slots
7th level: Ranger Conclave feature; 5 spells known, 4 1st level spell slots, 3 2nd level spell slots
8th level: Ability Score Improvement, Fleet of Foot; 5 spells known, 4 1st level spell slots, 3 2nd level spell slots
9th level: +4 Proficiency Bonus; 6 spells known, 4 1st level spell slots, 3 2nd level spell slots, 2 3rd level spell slots
10th level: Hide in Plain Sight; 6 spells known, 4 1st level spell slots, 3 2nd level spell slots
11th level: Ranger Conclave feature; 7 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots
12th level: Ability Score Improvement; 7 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots
13th level: +5 Proficiency Bonus; 8 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 1 4th level spell slot
14th level: Vanish; 8 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 1 4th level spell slot
15th level: Ranger Conclave feature; 9 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 2 4th level spell slots
16th level: Ability Score Improvement; 9 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 2 4th level spell slots
17th level: +6 Proficiency Bonus; 10 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots, 1 5th level spell slot
18th level: Feral Senses; 10 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots, 1 5th level spell slot
19th level: Ability Score Improvement; 11 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots, 2 5th level spell slots
20th level: Foe Slayer; 11 spells known, 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots, 2 5th level spell slots
<\/p>Favored Enemy<\/h2>
Natural Explorer<\/h2>
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.<\/p>
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<\/p>Fighting Style<\/h2>
Spellcasting<\/h2>
Spell Slots<\/h2>
Spells Known of 1st Level and Higher<\/h2>
Spellcasting Ability<\/h2>
Primeval Awareness<\/h2>
Ranger Conclave<\/h2>
Greater Favored Enemy<\/h2>
Hide in Plain Sight<\/h2>
Vanish<\/h2>
Foe Slayer<\/h2>
Ranger Conclaves<\/h1>
Beast Conclave<\/h1>
Animal Companion<\/h2>
Companion Traits and Flaws<\/h2>
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.<\/p>
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.<\/p>Companion’s Bond<\/h2>
Coordinated Attack<\/h2>
Storm of Claws and Fangs<\/h2>
Superior Beast’s Defense<\/h2>
Hunter Conclave<\/h1>
Hunter’s Prey<\/h2>
Extra Attack<\/h2>
Defensive Tactics<\/h2>
Multiattack<\/h2>
Superior Hunter’s Defense<\/h2>
Deep Stalker Conclave<\/h1>
Underdark Scout<\/h2>
Deep Stalker Magic<\/h2>
Deep Stalker Spells<\/h2>
Extra Attack<\/h2>
Iron Mind<\/h2>
Stalker’s Flurry<\/h2>
Stalker’s Dodge<\/h2>