Character Class List
list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.
GET /v2/classes/?format=api&ordering=-name&page=2
{ "count": 182, "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-name&page=3", "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-name", "results": [ { "key": "bfrd_shifter", "features": [ { "key": "bfrd_druid-shifter_potent-forms", "name": "Potent Forms", "desc": "You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form, and you use the hit points of the creature when you use Beast Form, not the Hit Points by Form Size table.\n\nIn addition, you can now speak any language you know while in beast form—even if your chosen form would not typically allow you to do so. However, you still can't cast spells while transformed, even if a spell requires only a verbal component.\n\nAt higher druid levels, you can choose beast forms with a CR as high as your druid level divided by 3, rounded down (ignoring CR limitations in your Improved Beast Form feature). For example, upon achieving 6th level of druid, you can choose any Beast of CR 2 or lower as a known form, CR 3 or lower at 9th level, and so on—as shown in the Potent Forms table.\n\n|Druid Level|Max CR|Example|\n|---|---|---|\n|3rd|1|Wolf|\n|5th|1|Hippogriff|\n|6th|2|Pegasus|\n|9th|3|Owlbear|\n|12th|4|Elephant|\n|15th|5|Triceratops|\n|18th|6|Mammoth|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid-shifter_quick-shift", "name": "Quick Shift", "desc": "By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid-shifter_shifter-ring-spells", "name": "Shifter Ring Spells", "desc": "You gain ring spells at the druid levels listed in the Shifter Ring Spells table. See the Druid Subclass class feature for how these spells work.\n\n|Druid Level|Spells|\n|---|---|\n|3rd|alter self, animal friendship, speak with animals|\n|5th|conjure animals, water breathing|\n|7th|giant insect, polymorph|\n|9th|dominate, insect plague|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid-shifter_beasts-fury", "name": "Beast's Fury", "desc": "Immediately after you take the Attack action on your turn while in beast form, you can use your bonus action to make a single unarmed strike with your claws, hooves, fangs, or whatever natural weapon suits your chosen form. This attack deals 1d6 + your PB damage, and you are considered proficient with it. You decide if this attack deals bludgeoning, piercing, or slashing damage when you first assume your beast form.\n\nIn addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to nonmagical damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid-shifter_elemental-infusion", "name": "Elemental Infusion", "desc": "By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active.\n\n**Air.** You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action:\n- Whirl (Recharge 4–6). Each Large or smaller creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 3d8 + your PB bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the target's STR save is successful, a target takes half damage and isn't flung or knocked prone.\n\n**Earth.** You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures.\n\n**Fire.** You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object.\n\n**Water.** You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action:\n- Wave (Recharge 4–6). Each creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 2d8 + your PB bludgeoning damage. If a target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful STR save, a creature takes half damage and isn't grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your PB bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a DC 14 STR (Athletics) check—freeing the target on a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid-shifter_manifold-mind", "name": "Manifold Mind", "desc": "You can now cast Primordial spells while in beast form, and your form doesn't hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Druid", "key": "bfrd_druid" }, "name": "Shifter", "desc": "Druids that align with the ring of the Shifter feel a deep connection to the animals that walk the world. Shifters delve into the mysteries of transformation, spending much of their time in the forms of the beasts they so admire. To you, there is no greater joy than feeling wind beneath your wings, stalking prey on padded paws, or swimming through crystalline depths.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_shadow-domain", "features": [ { "key": "toh_shadow-domain_army-of-shadow", "name": "Army of Shadow", "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_channel-divinity-shadow-grasp", "name": "Channel Divinity: Shadow Grasp", "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_cover-of-night", "name": "Cover of Night", "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_fade-to-black", "name": "Fade to Black", "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_lengthen-shadow", "name": "Lengthen Shadow", "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_potent-spellcasting", "name": "Potent Spellcasting", "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Shadow Domain", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_school-of-necrotic-arts", "features": [ { "key": "open5e_school-of-necrotic-arts_control-undead", "name": "Control Undead", "desc": "Beginning at 14th level, you are able to take control of the undead, even if you did not create them with your own magic. You can use your action to target an undead creature within 60 feet of you that you can see. If the target fails a Charisma saving throw versus your wizard spell save DC, its attitude towards you becomes friendly and it obeys any commands you issue it until the next time you use this feature. If the target succeeds its saving throw, it becomes permanently immune to this effect.\n\nIf the undead creature’s Intelligence score is 8 or higher, it makes the saving throw to resist control with advantage. If its Intelligence score is 12 or higher and it fails its first saving throw, it can repeat the save to break free once every hour it remains under your control.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-necrotic-arts_dark-reaper", "name": "Dark Reaper", "desc": "Already at 2nd level, you become adept at harvesting the animus from living beings killed by your spells. Up to once per turn, when you use a spell of 1st level or higher to kill at least one creature, you may regain lost hit points up to twice the level of the spell used. If the spell in question belongs to the necromancy school, you may instead regain hit points up to three times the level of the spell. This ability is not triggered by killing creatures without a life force, namely constructs and the undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-necrotic-arts_expert-necromancer", "name": "Expert Necromancer", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the abjuration school.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-necrotic-arts_necrotic-acclimation", "name": "Necrotic Acclimation", "desc": "At 10th level, your familiarity with the necrotic arts has hardened you against some of their effects. You gain resistance against necrotic damage, and your hit point maximum can never be reduced.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-necrotic-arts_undead-minions", "name": "Undead Minions", "desc": "When you reach 6th level, if you do not already know the spell *animate dead*, you add it to your spell book. When you cast this spell, you may target one more pile of bones or corpse than specified by the spell’s description, creating an additional minion of the appropriate type.\n\nIn addition, any undead you create with a spell from the necromancy school gains the following benefits:\n\n* Increase the creature’s hit point maximum by a number equal to your wizard class levels.\n* When making weapon damage rolls, the creature adds your proficiency bonus to the total.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Necrotic Arts", "desc": "*Compare to the core book’s school of Necromancy*\n\nNothing fills a mundane with fear quite like a necromancer. Sure, a fireball is scary, but these masters of the dark arts deal with the forces of life and death like they were mere playthings. They can drain life from the living and force the dead to heed their beck and call. Practitioners of the necromantic arts have a reputation for evil, but they are not universally so (even if they tend to always be at least a little dark and edgy). Necromancers can also be heroic forces for good in the world, though they may need to have some flexible morals when it comes to sourcing the raw materials for their undead minions.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_school-of-illusions-and-phantasms", "features": [ { "key": "open5e_school-of-illusions-and-phantasms_enhanced-cantrip", "name": "Enhanced Cantrip", "desc": "At 2nd level, you gain one additional cantrip, either _minor illusion_ or, if you already knew this spell, then another that you choose. Your mastery of this spell is such that, when you cast it, you can create an illusory image and a sound with the same casting. When calculating your cantrips known per level, this spell does not count against your total.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_expert-illusionist", "name": "Expert Illusionist", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the illusion school.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_mutable-mirage", "name": "Mutable Mirage", "desc": "At 6th level, you can use your action to alter the illusion created by a spell you previously cast. You can only use this feature on spells with a duration of at least 1 minute, and you must be able to see the illusion when you alter it. You cannot change the illusion in a way not allowed by the initial casting of the spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_phantasmagoria", "name": "Phantasmagoria", "desc": "Starting at 14th level, you can draw energy from the plane of shadow to give parts of your illusions a temporary physical essence. Any time after you cast an illusion spell of at least 1st level, while the spell is in effect, you can use a bonus action to apply this power to a single nonmagical, inanimate object within the illusion of the spell. For 1 minute, this object can be physically interacted with, but it can’t be used to deal damage.\n\nAs an example, you could create an illusory staircase and scale it, or create an illusory portcullis to bar a pursuer, but you could not dispatch an enemy by dropping an illusory boulder on them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_second-semblance", "name": "Second Semblance", "desc": "Starting at 10th level, if you are the target of an attack roll by another creature, you can substitute an illusion of yourself between you and your attacker. You use your reaction, causing the attack to miss you and hit the illusion, and your illusion vanishes afterwards. You can use this feature once per short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Illusions and Phantasms", "desc": "*Compare to the core book's School of Illusion*\n\nAn illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_school-of-evocation", "features": [ { "key": "srd_school-of-evocation_empowered-evocation", "name": "Empowered Evocation", "desc": "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_evocation-savant", "name": "Evocation Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_overchannel", "name": "Overchannel", "desc": "Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_potent-cantrip", "name": "Potent Cantrip", "desc": "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_sculpt-spells", "name": "Sculpt Spells", "desc": "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Evocation", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_school-of-divining-and-soothsaying", "features": [ { "key": "open5e_school-of-divining-and-soothsaying_expert-diviner", "name": "Expert Diviner", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the divination school.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception", "name": "Extrasensory Perception", "desc": "Beginning at 10th level, you can extend your senses beyond their normal capabilities. At any time, you may choose one of the following options and gain the associated benefit until you take a short or a long rest or are incapacitated. You can only use this feature once per short or long rest.\n\n***Ether Sight.*** You can see creatures and objects on the Ethereal Plane up to 60 feet away.\n\n***Script Sight.*** You can comprehend writing in any language as if it were written in your native tongue.\n\n***Shadow Sight.*** You get darkvision with a range up to 60 feet, or increase the range of your darkvision to 60 feet if you already have it.\n\n***Unseen Sight.*** You gain the power to see invisible creatures and objects as if they were visible at a range of 10 feet within your line of sight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-divining-and-soothsaying_premonition", "name": "Premonition", "desc": "Also at 2nd level, you begin to see in your dreams brief images of events yet to unfold. After finishing a long rest, you can make two d20 rolls and keep track of the results for later. Any time before the next time you complete a long rest, when you or a creature visible to you is about to make an ability check, attack roll, or saving throw, you can choose to stop the roll from happening and instead use one of the results from your premonition.\n\nYou can only use this feature once per turn, and after you have used a result from your premonition, you cannot use it again. Any result not used before your next long rest are lost as false premonitions and cannot be used either.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-divining-and-soothsaying_premonition_addition", "name": "Premonition Addition", "desc": "Beginning at 14th level, when you use your Premonition feature, you may roll and record the results of three d20s as your resting hours fill with further visions.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-divining-and-soothsaying_soothsaying-savant", "name": "Soothsaying Savant", "desc": "Starting at 6th level, you are so skilled at soothsaying that you gain more spellcasting power when you use your divinations. Any time you use a spell slot to cast a divination spell of at least 2nd level, you regain one of your spell slots that you’ve expended for the day. A spell slot regained in this way must be lower than 6th level as well as lower than the spell level you used to activate the feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Divining and Soothsaying", "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_school-of-abjuring-and-warding", "features": [ { "key": "open5e_school-of-abjuring-and-warding_abjuration-proficiency", "name": "Abjuration Proficiency", "desc": "Starting at 10th level, add your proficiency bonus to any ability checks made as part of the casting of an abjuration spell (as with the spells *counterspell* and *dispel magic*).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-abjuring-and-warding_aegis-extension", "name": "Aegis Extension", "desc": "At 6th level, you can extend your Arcane Aegis to protect nearby allies. You may use your reaction to have the aegis take the damage dealt to a creature up to 30 feet from you that you can see. If the damage sustained exceeds the current hit points of the aegis, the creature takes any further damage once the aegis reaches 0 hit points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-abjuring-and-warding_arcane-aegis", "name": "Arcane Aegis", "desc": "Beginning at 2nd level, you can use the power of your school’s spells to ward yourself against damage. When you cast an abjuration spell of at least 1st level, you may siphon a portion of the spell’s magic to create an Arcane Aegis. The aegis lasts until the next time you finish a long rest and takes damage that would be directed at you. The aegis has a hit point maximum of two times your wizard level + your Intelligence modifier; if the damage sustained exceeds the current hit points of the aegis, then you suffer any further damage once the aegis reaches 0 hit points, but the aegis still exists.\n\nAny time you cast another abjuration spell of at least 1st level, the aegis regains hit points equal to the spell’s level times two, up to its hit point maximum.\n\nOnce it has been created, you cannot create a new aegis until after you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-abjuring-and-warding_expert-abjurer", "name": "Expert Abjurer", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the abjuration school.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-abjuring-and-warding_resistance-to-magic", "name": "Resistance to Magic", "desc": "Beginning at 14th level, you are resistant to all damage from spells and you gain advantage on any saving throw to resist a spell’s effects.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "School of Abjuring and Warding", "desc": "*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue" }, "name": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "tdcs_runechild", "features": [ { "key": "tdcs_runechild_arcane-exemplar-form", "name": "Arcane Exemplar Form", "desc": "Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits: \n* You have a flying speed of 40 feet. \n* Your spell save DC is increased by 2. \n* You have resistance to damage from spells. \n* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_essence-runes", "name": "Essence Runes", "desc": "At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an addi- tional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.\nAt the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.\nAs a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action\nIf you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_glyphs-of-aegis", "name": "Glyphs of Aegis", "desc": "Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.\nAt 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_manifest-inscriptions", "name": "Manifest Inscriptions", "desc": "At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_runic-torrent", "name": "Runic Torrent", "desc": "Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_sigilic-augmentation", "name": "Sigilic Augmentation", "desc": "Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to main- tain this benefit additional rounds by expending a charged rune at the start of each of your following turns.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "type": "SOURCE", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer" }, "name": "Runechild", "desc": "The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren. The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation has driven the few that exist into hiding their essence – a task that is not easy, given the revealing nature of their gifts.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_rogue", "features": [ { "key": "srd-2024_rogue_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_core-traits", "name": "Core Rogue Traits", "desc": "|||\n|---|---|\n|Primary Ability|Dexterity|\n|Hit Point Die|D8 per Rogue level|\n|Saving Throw Proficiencies|Dexterity and Intelligence|\n|Skill Proficiencies|Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth|\n|Weapon Proficiencies|Simple weapons and Martial weapons that have the Finesse or Light property|\n|Tool Proficiencies|Thieves' Tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_rogue_cunning-action", "name": "Cunning Action", "desc": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_cunning-strike", "name": "Cunning Strike", "desc": "You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.\n\nIf a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.\n\n**Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.\n\nTo use this effect, you must have a Poisoner's Kit on your person.\n\n**Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.\n\n**Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_devious-strikes", "name": "Devious Strikes", "desc": "You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.\n\n**Daze (Cost: 2d6).** The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.\n\n**Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\n**Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_elusive", "name": "Elusive", "desc": "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_evasion", "name": "Evasion", "desc": "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_expertise", "name": "Expertise", "desc": "You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_improved-cunning-strike", "name": "Improved Cunning Strike", "desc": "You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_rogue_reliable-talent", "name": "Reliable Talent", "desc": "Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_rogue-subclass", "name": "Rogue Subclass", "desc": "You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_slippery-mind", "name": "Slippery Mind", "desc": "Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_sneak-attack", "name": "Sneak Attack", "desc": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.\n\nYou don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.\n\nThe extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_sneak-attack-column-data", "name": "Sneak Attack", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 10, "column_value": "5d6" }, { "level": 11, "column_value": "6d6" }, { "level": 12, "column_value": "6d6" }, { "level": 13, "column_value": "7d6" }, { "level": 14, "column_value": "7d6" }, { "level": 15, "column_value": "8d6" }, { "level": 16, "column_value": "8d6" }, { "level": 17, "column_value": "9d6" }, { "level": 18, "column_value": "9d6" }, { "level": 19, "column_value": "10d6" }, { "level": 2, "column_value": "1d6" }, { "level": 20, "column_value": "10d6" }, { "level": 3, "column_value": "2d6" }, { "level": 4, "column_value": "2d6" }, { "level": 5, "column_value": "3d6" }, { "level": 6, "column_value": "3d6" }, { "level": 7, "column_value": "4d6" }, { "level": 8, "column_value": "4d6" }, { "level": 9, "column_value": "5d6" } ] }, { "key": "srd-2024_rogue_steady-aim", "name": "Steady Aim", "desc": "As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_stroke-of-luck", "name": "Stroke of Luck", "desc": "You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.\n\nOnce you use this feature, you can't use it again until you finish a Short or Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_thieves-cant", "name": "Thieves' Cant", "desc": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in \"Character Creation.\"", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_uncanny-dodge", "name": "Uncanny Dodge", "desc": "When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Rogue level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per rogue level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Intelligence" } ], "subclass_of": null, "name": "Rogue", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_rogue", "features": [ { "key": "srd_rogue_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_blindsense", "name": "Blindsense", "desc": "Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_cunning-action", "name": "Cunning Action", "desc": "Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_elusive", "name": "Elusive", "desc": "Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier or (*b*) a shortsword\r\n* (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword\r\n* (*a*) a burglar’s pack, (*b*) a dungeoneer’s pack, or (*c*) an explorer’s pack\r\n* (*a*) Leather armor, two daggers, and thieves’ tools", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_rogue_evasion", "name": "Evasion", "desc": "Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_expertise", "name": "Expertise", "desc": "At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Thieves’ tools\r\n**Saving Throws:** Dexterity, Intelligence\r\n**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_rogue_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_rogue_reliable-talent", "name": "Reliable Talent", "desc": "By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_roguish-archetype", "name": "Roguish Archetype", "desc": "At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_slippery-mind", "name": "Slippery Mind", "desc": "By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_sneak-attack", "name": "Sneak Attack", "desc": "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 10, "column_value": "5d6" }, { "level": 11, "column_value": "6d6" }, { "level": 12, "column_value": "6d6" }, { "level": 13, "column_value": "7d6" }, { "level": 14, "column_value": "7d6" }, { "level": 15, "column_value": "8d6" }, { "level": 16, "column_value": "8d6" }, { "level": 17, "column_value": "9d6" }, { "level": 18, "column_value": "9d6" }, { "level": 19, "column_value": "10d6" }, { "level": 2, "column_value": "1d6" }, { "level": 20, "column_value": "10d6" }, { "level": 3, "column_value": "2d6" }, { "level": 4, "column_value": "2d6" }, { "level": 5, "column_value": "3d6" }, { "level": 6, "column_value": "3d6" }, { "level": 7, "column_value": "4d6" }, { "level": 8, "column_value": "4d6" }, { "level": 9, "column_value": "5d6" } ] }, { "key": "srd_rogue_stroke-of-luck", "name": "Stroke of Luck", "desc": "At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_thieves-cant", "name": "Thieves' Cant", "desc": "During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_uncanny-dodge", "name": "Uncanny Dodge", "desc": "Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Rogue level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per rogue level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Intelligence" } ], "subclass_of": null, "name": "Rogue", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_rogue", "features": [ { "key": "bfrd_rogue_core-traits", "name": "Core Rogue Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Rogue level|\n|Saving Throw Proficiencies|Dexterity and Intelligence|\n|Skill Proficiencies|Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|Thieves' tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) a shortsword; (A) a shortbow and quiver of 20 arrows or (B) a shortsword; (A) a burglar's pack, (B) a dungeoneer's pack, or (C) an explorer's pack; plus Leather armor, two daggers, and a set of thieves' tools|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_rogue_expertise", "name": "Expertise", "desc": "Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "2" }, { "level": 6, "detail": "4" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_sneak-attack", "name": "Sneak Attack", "desc": "You know how to strike subtly and exploit a foe's distraction. Once on your turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The weapon you use must have the Finesse property or be a ranged weapon.\n\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\n\nThe amount of your extra damage you deal increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Progression table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_thieves-cant", "name": "Thieves' Cant", "desc": "During your rogue training, you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature who knows Thieves' Cant understands such messages. It takes four times longer to convey a message in Thieves' Cant than it does to speak the same idea plainly.\n\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether people in an area are easy marks or will provide a safe house for thieves on the run.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_cunning-action", "name": "Cunning Action", "desc": "Your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dash, Disengage, or Hide action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_rogue-subclass", "name": "Rogue Subclass", "desc": "Choose a subclass that represents your specialized set of skills, either Enforcer or Thief (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_uncanny-dodge", "name": "Uncanny Dodge", "desc": "When an attacker that you can see hits you with an attack, you can use your reaction to reduce the attack's damage against you by half.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_evasion", "name": "Evasion", "desc": "You can dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_reliable-talent", "name": "Reliable Talent", "desc": "You have refined your chosen skills until they approach perfection. When you make an ability check with a skill, tool, or vehicle that you have proficiency with, treat a d20 roll of 9 or lower as if you rolled a 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the rogue's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Escape Artist.** When you are subjected to an effect that allows you to make any kind of save (including DEX saves) to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.\n- **Jack of All Trades.** When you gain a new talent, you can choose it from any talent list. Immediately gain one talent of your choice (that you meet the prerequisites for) when you gain this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_precise-critical", "name": "Precise Critical", "desc": "You score a critical hit on a d20 roll of 19 or 20 with ranged weapons and weapons with the Finesse property. In addition, you can roll one additional weapon damage die (not an additional Sneak Attack die) when determining the extra damage for a critical hit with a ranged weapon attack or attack made with a Finesse weapon.\n\nThis extra damage increases to two additional dice at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "1 Die" }, { "level": 17, "detail": "2 Dice" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_keensense", "name": "Keensense", "desc": "You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_elusive", "name": "Elusive", "desc": "You are so evasive that attackers rarely gain the upper hand against you. While you aren't incapacitated, attack rolls can't have advantage against you, regardless of the source of advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the rogue's path grants you a powerful new ability. You gain the following epic boon:\n- **Stroke of Luck.** You have got it when it counts. If your attack misses a target within normal range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_rogue_sneak-attack-die", "name": "Sneak Attack", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 2, "column_value": "1d6" }, { "level": 3, "column_value": "2d6" }, { "level": 4, "column_value": "2d6" }, { "level": 5, "column_value": "3d6" }, { "level": 6, "column_value": "3d6" }, { "level": 7, "column_value": "4d6" }, { "level": 8, "column_value": "4d6" }, { "level": 9, "column_value": "5d6" }, { "level": 10, "column_value": "5d6" }, { "level": 11, "column_value": "6d6" }, { "level": 12, "column_value": "6d6" }, { "level": 13, "column_value": "7d6" }, { "level": 14, "column_value": "7d6" }, { "level": 15, "column_value": "8d6" }, { "level": 16, "column_value": "8d6" }, { "level": 17, "column_value": "9d6" }, { "level": 18, "column_value": "9d6" }, { "level": 19, "column_value": "10d6" }, { "level": 20, "column_value": "10d6" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Rogue level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per rogue level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Intelligence" } ], "subclass_of": null, "name": "Rogue", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_resonant-body", "features": [ { "key": "toh_resonant-body_resounding-spellcasting", "name": "Resounding Spellcasting", "desc": "Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_reverberating-quintessence", "name": "Reverberating Quintessence", "desc": "At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_signature-sound", "name": "Signature Sound", "desc": "Starting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sonic-savant", "name": "Sonic Savant", "desc": "Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sound-and-fury", "name": "Sound and Fury", "desc": "At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer" }, "name": "Resonant Body", "desc": "You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see *Tome of Beasts*), or avalanche screamer (see *Tome of Beasts 2*). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternately, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…\n\nWhatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.\n\n**Resonant Body Quirks (table)**\n\n| d6 | Quirk |\r\n|---|---------|\r\n| 1 | You emit a faint hum, audible to any creature within 5 feet of you. |\r\n| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap |\r\n| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. |\r\n| 4 | If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters. |\r\n| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. |\r\n| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. |", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_ranger", "features": [ { "key": "srd-2024_ranger_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_core-traits", "name": "Core Ranger Traits", "desc": "|||\n|---|---|\n|Primary Ability|Dexterity and Wisdom|\n|Hit Point Die|D10 per Ranger level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Ar rows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_ranger_deft-explorer", "name": "Deft Explorer", "desc": "Thanks to your travels, you gain the following benefits.\n\n**Expertise.** Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.\n\n**Languages.** You know two languages of your choice from the language tables in \"Character Creation.\"", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_expertise", "name": "Expertise", "desc": "Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_favored-enemy", "name": "Favored Enemy", "desc": "You always have the *Hunter's Mark* spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.\n\nThe number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_favored-enemy-uses", "name": "Favored Enemy", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "5" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_ranger_feral-senses", "name": "Feral Senses", "desc": "Your connection to the forces of nature grants you Blindsight with a range of 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_fighting-style", "name": "Fighting Style", "desc": "You gain a Fighting Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below.\n\n**Druidic Warrior.** You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_foe-slayer", "name": "Foe Slayer", "desc": "The damage die of your *Hunter's Mark* is a d10 rather than a d6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_natures-veil", "name": "Nature's Veil", "desc": "You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_precise-hunter", "name": "Precise Hunter", "desc": "You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "9" }, { "level": 11, "column_value": "10" }, { "level": 12, "column_value": "10" }, { "level": 13, "column_value": "11" }, { "level": 14, "column_value": "11" }, { "level": 15, "column_value": "12" }, { "level": 16, "column_value": "12" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "7" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_ranger_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_ranger_ranger-subclass", "name": "Ranger Subclass", "desc": "You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_relentless-hunter", "name": "Relentless Hunter", "desc": "Taking damage can't break your Concentration on *Hunter's Mark*.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_roving", "name": "Roving", "desc": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_ranger_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_ranger_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_ranger_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd-2024_ranger_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_ranger_spell-list", "name": "Ranger Spell List", "desc": "This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Alarm|Abjuration|R|\n|Animal Friendship|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Ensnaring Strike|Conjuration|C|\n|Entangle|Conjuration|C|\n|Fog Cloud|Conjuration|C|\n|Goodberry|Conjuration|—|\n|Hunter's Mark|Divination|C|\n|Jump|Transmutation|—|\n|Longstrider|Transmutation|—|\n|Speak with Animals|Divination|R|\n\nTable: Level 2 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Barkskin|Transmutation|—|\n|Darkvision|Transmutation|—|\n|Enhance Ability|Transmutation|C|\n|Find Traps|Divination|—|\n|Gust of Wind|Evocation|C|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Pass without Trace|Abjuration|C|\n|Protection from Poison|Abjuration|—|\n|Silence|Illusion|C, R|\n|Spike Growth|Transmutation|C|\n\nTable: Level 3 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Animals|Conjuration|C|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Meld into Stone|Transmutation|R|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Protection from Energy|Abjuration|C|\n|Revivify|Necromancy|M|\n|Speak with Plants|Transmutation|—|\n|Water Breathing|Transmutation|R|\n|Water Walk|Transmutation|R|\n|Wind Wall|Evocation|C|\n\nTable: Level 4 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Woodland Beings|Conjuration|C|\n|Dominate Beast|Enchantment|C|\n|Freedom of Movement|Abjuration|—|\n|Locate Creature|Divination|C|\n|Stoneskin|Transmutation|C, M|\n\nTable: Level 5 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Commune with Nature|Divination|R|\n|Greater Restoration|Abjuration|M|\n|Tree Stride|Conjuration|C|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_ranger_spellcasting", "name": "Spellcasting", "desc": "You have learned to channel the magical essence of nature to cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.\n\n**Spell Slots.** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. *Cure Wounds* and *Ensnaring Strike* are recommended.\n\nThe number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.\n\nIf another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells.\n\n**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_tireless", "name": "Tireless", "desc": "Primal forces now help fuel you on your journeys, granting you the following benefits.\n\n**Temporary Hit Points.** As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Ranger", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_ranger", "features": [ { "key": "srd_ranger_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) scale mail or (*b*) leather armor\r\n* (*a*) two shortswords or (*b*) two simple melee weapons\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* A longbow and a quiver of 20 arrows", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_ranger_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_favored-enemy", "name": "Favored Enemy", "desc": "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 14, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_feral-senses", "name": "Feral Senses", "desc": "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.\r\n\r\nYou 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.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_fighting-style", "name": "Fighting Style", "desc": "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.\r\n\r\n### Archery\r\n\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Two-Weapon Fighting\r\n\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_foe-slayer", "name": "Foe Slayer", "desc": "At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_hide-in-plain-sight", "name": "Hide in Plain Sight", "desc": "Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_lands-stride", "name": "Land's Stride", "desc": "Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_natural-explorer", "name": "Natural Explorer", "desc": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\n* Difficult terrain doesn't slow your group's travel.\r\n* Your group can't become lost except by magical means.\r\n* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n* If you are traveling alone, you can move stealthily at a normal pace.\r\n* When you forage, you find twice as much food as you normally would.\r\n* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \r\n\r\nYou choose additional favored terrain types at 6th and 10th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 10, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_primeval-awareness", "name": "Primeval Awareness", "desc": "Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_ranger_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_ranger_ranger-archetype", "name": "Ranger Archetype", "desc": "At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_ranger_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_ranger_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_ranger_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd_ranger_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_ranger_spellcasting", "name": "Spellcasting", "desc": "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.\r\n\r\n### Spell Slots\r\n\r\nThe 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.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe 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.\r\n\r\nAdditionally, 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.\r\n\r\n### Spellcasting Ability\r\n\r\nWisdom 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.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "11" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" } ] }, { "key": "srd_ranger_vanish", "name": "Vanish", "desc": "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.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Ranger", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_ranger", "features": [ { "key": "bfrd_ranger_core-traits", "name": "Core Ranger Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Ranger level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Choose herbalist tools, navigator tools, or trapper tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) scale mail or (B) leather armor; (A) two shortswords or (B) two simple weapons; (A) a dungeoneer's pack or (B) an explorer's pack; plus a longbow and quiver of 20 arrows|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_ranger_explorer", "name": "Explorer", "desc": "Your ability to deal with environmental challenges is unmatched. You gain the following benefits:\n- You gain either a climbing speed or swimming speed equal to your base movement speed.\n- You have advantage on checks to track a creature.\n- Your speed isn't halved when you move through nonmagical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_mystic-mark", "name": "Mystic Mark", "desc": "When you hit a creature with an attack roll, you can mystically mark it as your favored quarry. The creature remains marked for 1 minute, until you use this feature to mark a different creature, or until you become incapacitated.\n\nWhile a creature is marked (including for the attack that triggered the mark), you deal an extra 1d4 damage to it (of the same damage type as the weapon) each time you successfully hit it with a weapon attack.\n\nYou can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest.\n\nThis extra damage increases as you gain ranger levels, becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 6, "detail": "d6" }, { "level": 13, "detail": "d8" }, { "level": 17, "detail": "d10" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Aim\n\n*Requires Wielding a Ranged or Thrown Weapon*\n\nAs a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.\n\n## Quick Strike\n\n*Requires Wielding Two Light Weapons*\n\nAfter you take the Attack action on your turn and attack with a Light melee weapon that you're holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you're holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don't add your ability modifier to the damage of these additional attacks unless the modifier is negative.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_spellcasting", "name": "Spellcasting", "desc": "At 2nd level, you enhance your martial prowess with the ability to cast Primordial spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Ranger Progression table shows how many spells you know and how many Primordial spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell animal friendship and have a 1st-circle and a 2nd-circle spell slot available, you can cast animal friendship using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Primordial spell list that you know.\n\nThe Spells Known column of the Ranger Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 5th level as a ranger, you can learn one new Primordial spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of ranger, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your Primordial spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_ranger-subclass", "name": "Ranger Subclass", "desc": "Choose a subclass that reflects your connection to the natural world, either Hunter or Pack Master (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Calling Spells.** Each ranger subclass has a list of calling spells that you can access as soon as you can cast spells of that circle (as shown in the Ranger Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting a calling spell still expends a Primordial spell slot as normal.\n\nIf one of these spells isn't on the Primordial spell list, it still counts as a Primordial spell for you. You can't replace calling spells when you gain a level of ranger.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from either the martial or the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "2/Attack Action" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_empowered-mark", "name": "Empowered Mark", "desc": "Your instincts have sharpened, granting you supernatural awareness of your quarry. While a creature marked by your Mystic Mark feature is within 60 feet of you, you know its exact location, and it can't gain advantage on attacks against you as a result of being invisible or otherwise unseen. In addition, when you attack a marked creature within 60 feet of you, an inability to see it doesn't impose disadvantage on your attack rolls against it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_stalkers-step", "name": "Stalker's Step", "desc": "While you are in dim light, darkness, or are lightly obscured or heavily obscured by foliage, mist, or some other natural phenomenon, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. This invisibility ends early if you attack or cast a spell.\n\nYou can use this feature a number of times equal to your PB and regain all uses when you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the ranger's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Path of the Predator.** When you roll initiative, you can expend a use of Mystic Mark to automatically mark one creature you can see, no attack required. In addition, if a marked creature is reduced to 0 HP, you can use your reaction to transfer the mark to a different creature you can see within 60 feet of the original target.\n- **Path of the Sage.** You learn two cantrips of your choice from the Primordial spell list. You also learn two ritual spells of your choice from the Primordial spell list. Both ritual spells must be from circles you have spell slots for, as shown on the Ranger Progression table. Ritual spells learned this way don't count against your total number of spells known. WIS is your spellcasting ability for cantrips and ritual spells learned in this way. When you gain a level of ranger, you can replace one of these cantrips and one of these rituals with another cantrip or ritual spell from the Primordial spell list, as long as the replacement ritual spell is still of a circle you have spell slots for.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_keensense", "name": "Keensense", "desc": "You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_strider", "name": "Strider", "desc": "Your movement never provokes opportunity attacks, and you have advantage on any check made to resist an effect that would cause you to become grappled, restrained, or paralyzed or that would otherwise reduce your movement speed to 0 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the ranger's path grants you a powerful new ability. You gain the following epic boon:\n- **Foe Slayer.** You can add your WIS modifier to either the attack roll or the damage roll of each attack you make against a creature marked by your Mystic Mark on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_ranger_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_ranger_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_ranger_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Ranger", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_radiant-pikeman", "features": [ { "key": "toh_radiant-pikeman_foe-of-darkness", "name": "Foe of Darkness", "desc": "Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_formation-tactics", "name": "Formation Tactics", "desc": "At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_give-ground", "name": "Give Ground", "desc": "Starting at 15th level, once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_harassing-strike", "name": "Harassing Strike", "desc": "Beginning when you choose this archetype at 3rd level, when a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_radiant-fighting", "name": "Radiant Fighting", "desc": "Starting at 3rd level, when you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_the-suns-protection", "name": "The Sun's Protection", "desc": "At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Fighter", "key": "srd_fighter" }, "name": "Radiant Pikeman", "desc": "You were a member of an order of knights dedicated to a deity of sun and light. You know that next to your deity's favor, a soldier's greatest strength is their comrades. You wield a spear, glaive, halberd, or other polearm as a piercing ray of sunlight against your enemies.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_pugilist", "features": [ { "key": "toh_pugilist_debilitating-blow", "name": "Debilitating Blow", "desc": "At 10th level, when you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_pugilist_opportunistic-brawler", "name": "Opportunistic Brawler", "desc": "Starting at 18th level, you might not look for a fight around every corner, but you're ready in case one happens. You have advantage on initiative rolls.\n In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_pugilist_resilient-fighter", "name": "Resilient Fighter", "desc": "Starting at 3rd level, you learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Second Wind a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_pugilist_unarmed-warrior", "name": "Unarmed Warrior", "desc": "When you choose this archetype at 3rd level, you learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield: \n* Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level. \n* When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_pugilist_uncanny-fortitude", "name": "Uncanny Fortitude", "desc": "Beginning at 7th level, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n In addition, when you use Second Wind, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_pugilist_withstand-death", "name": "Withstand Death", "desc": "At 15th level, when you are reduced to 0 hit points, you can use Second Wind as a reaction, provided you have uses of Second Wind remaining. You can decide to use this reaction before or after your Uncanny Fortitude feature triggers.\n In addition, when you make a death saving throw and roll a 1 on the d20, it counts as one failure instead of two.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Fighter", "key": "srd_fighter" }, "name": "Pugilist", "desc": "Pugilists live by their fists, bare-knuckle warriors who do not hesitate to throw hands if the situation demands it. They know the intense, close, violent intimacy of melee, and they operate unapologetically in that space. Whether in fighting pits by the docks to make some extra coin, in the king's grand arena as champions of quarreling nobles, or in the employ of local merchants in need of seemingly weaponless guards, pugilists can be found in all rungs of society. Pugilists take pleasure in a battle hard won and thrill in the energy of the fight rather than in a kill. They can often be found celebrating or having drinks with a former opponent hours after the fight, regardless of the bout's winner.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_primordial", "features": [ { "key": "toh_primordial_adaptive-shroud", "name": "Adaptive Shroud", "desc": "At 10th level, your bond with your patron protects you by adapting itself when you are injured. When you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. If you expend a spell slot as part of this reaction, the resistance lasts for a number of rounds equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_primordial_convulsion-of-the-worldbuilder", "name": "Convulsion of the Worldbuilder", "desc": "At 1st level, you can use an action to call upon the bond between your primordial patron and the world it created to ripple shockwaves through the ground. Choose a point you can see within 60 feet of you, then choose if the ripples happen in a 30-foot cone, a 30-foot line that is 5 feet wide, or a 20-foot-radius burst. The ripples originate from or are centered on the point you chose, depending on the form the ripples take. Each creature in the cone, line, or burst must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.\n Once you use this feature, you can't use it again until you finish a short or long rest. When you reach certain levels in this class, the damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_primordial_crushing-regard-of-the-primordial-one", "name": "Crushing Regard of the Primordial One", "desc": "At 14th level, you learn to direct the weight of your patron's infinite gaze onto the unworthy. You can use an action to cause of the following effects. Once you use this feature, you can't use it again until you finish a long rest.\n\n***One Creature.*** One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is paralyzed for 1 minute. On a successful save, the creature takes half as much damage and isn't paralyzed. At the end of each of its turns, a paralyzed target can make another Wisdom saving throw. On a success, the condition ends on the target.\n\n***Multiple Creatures.*** Each creature in a 20-footradius sphere centered on a point you can see within 100 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_primordial_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Primordial 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.\n\n**Primordial Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|----------------------------------| \n| 1st | *command*, *healing word* | \n| 2nd | *lesser restoration*, *mud* | \n| 3rd | *power word fling*, *revivify* | \n| 4th | *power word rend*, *stone shape* | \n| 5th | *conjure elemental*, *creation* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_primordial_redirection", "name": "Redirection", "desc": "At 6th level, you learn to channel the reality-bending powers of your patron to avoid attacks. When a creature you can see attacks only you, you can use your reaction to redirect the attack to a target of your choice within range of the attacker's weapon or spell. If no other target is within range, you can't redirect the attack.\n If the attack is from a spell of 4th level or higher, you must succeed on an ability check using your spellcasting ability to redirect it. The DC equals 12 + the spell's level.\n Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock" }, "name": "Primordial", "desc": "Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.\n\nPrimordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can't grasp the full measure of your patron's designs, as long as your bond is strong, there is nothing that can stand in your way.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_portal-domain", "features": [ { "key": "toh_portal-domain_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor and either cartographer's tools or navigator's tools (your choice). In addition, you gain proficiency in the Arcana skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_channel-divinity-dimensional-shift", "name": "Channel Divinity: Dimensional Shift", "desc": "Starting at 2nd level, you can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 10th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_domain-spells", "name": "Domain Spells", "desc": "You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Divine Domain class feature for how domain spells work.\n\n**Portal Domain Spells**\n\n| Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *adjust position*, *expeditious retreat* |\r\n| 3rd | *glyph of shifting*, *misty step* |\r\n| 5th | *dimensional shove*, *portal jaunt* |\r\n| 7th | *dimension door*, *reposition* |\r\n| 9th | *pierce the veil*, *teleportation circle* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_portal-bond", "name": "Portal Bond", "desc": "At 1st level, you learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.\n Once you teleport a creature in this way, you can't use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_portal-magic", "name": "Portal Magic", "desc": "Starting at 1st level, you gain access to spells that connect places or manipulate the space between places. Each spell with “(liminal)” listed alongside its school is a cleric spell for you, even if it doesn't appear on the cleric spell list, and you can prepare it as you would any other spell on the cleric spell list. Liminal spells include *bardo*, *devouring darkness*, *door of the far traveler*, *ethereal stairs*, *hypnagogia*, *hypnic jerk*, *mind maze*, *mirror realm*, *pierce the veil*, *reciprocating portal*, *rive*, *subliminal aversion*, and *threshold slip*. See the Magic and Spells chapter for details on these spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_portal-mastery", "name": "Portal Mastery", "desc": "At 17th level, when you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_portal-touch", "name": "Portal Touch", "desc": "At 6th level, you can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn't occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_portal-domain_transpositional-divine-strike", "name": "Transpositional Divine Strike", "desc": "At 8th level, you gain the ability to imbue your weapon strikes with portal magic. Once on each of your turns when you hit a creature with a weapon attack, you deal damage to the target as normal, and you open a brief portal next to your target or another creature you can see within 30 feet of you. That creature takes 1d8 damage of your weapon's type as a duplicate of your weapon lashes out at the creature from the portal. When you reach 14th level, you can choose two creatures, creating a portal next to each and dealing 1d8 damage of your weapon's type to each. Alternatively, you can choose one creature and deal 2d8 damage to it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Portal Domain", "desc": "You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "tdcs_path-of-the-juggernaut", "features": [ { "key": "tdcs_path-of-the-juggernaut_demolishing-might", "name": "Demolishing Might", "desc": "Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_overwhelming-cleave", "name": "Overwhelming Cleave", "desc": "Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking many who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_stance-of-the-mountain", "name": "Stance of the Mountain", "desc": "You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_thunderous-blows", "name": "Thunderous Blows", "desc": "Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_unstoppable", "name": "Unstoppable", "desc": "Starting at 14th level, you can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "type": "SOURCE", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of the Juggernaut", "desc": "Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers within the primal lands and beyond.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-the-inner-eye", "features": [ { "key": "toh_path-of-the-inner-eye_anticipatory-stance", "name": "Anticipatory Stance", "desc": "When you choose this path at 3rd level, you can't be surprised unless you are incapacitated, and attacks against you before your first turn have disadvantage. If you take damage before your first turn, you can enter a rage as a reaction, gaining resistance to bludgeoning, piercing, and slashing damage from the triggering attack.\n When you reach 8th level in this class, you get 1 extra reaction on each of your turns. This extra reaction can be used only for features granted by the Path of the Inner Eye, such as Insightful Dodge or Preemptive Parry. When you reach 18th level in this class, this increases to 2 extra reactions on each of your turns.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-inner-eye_foretelling-tactics", "name": "Foretelling Tactics", "desc": "Starting at 10th level, when you hit a creature with a weapon attack while raging, up to two creatures of your choice who can see and hear you can each use a reaction to immediately move up to half its speed toward the creature you hit and make a single melee or ranged weapon attack against that creature. This movement doesn't provoke opportunity attacks. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-inner-eye_insightful-dodge", "name": "Insightful Dodge", "desc": "Beginning at 6th level, when you are hit by an attack while raging, you can use your reaction to move 5 feet. If this movement takes you beyond the range of the attack, the attack misses instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-inner-eye_preemptive-parry", "name": "Preemptive Parry", "desc": "At 14th level, if you are raging and a creature you can see within your reach hits another creature with a weapon attack, you can use your reaction to force the attacker to reroll the attack and use the lower of the two rolls. If the result is still a hit, reduce the damage dealt by your weapon damage die + your Strength modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of the Inner Eye", "desc": "The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-the-herald", "features": [ { "key": "toh_path-of-the-herald_battle-fervor", "name": "Battle Fervor", "desc": "Starting when you choose this path at 3rd level, when you enter a rage, you can expend one additional daily use of rage to allow a number of willing creatures equal to half your proficiency bonus (minimum of 1) within 30 feet of you to enter a rage as well. A target must be able to see and hear you to enter this rage. Each target gains the benefits and restrictions of the barbarian Rage class feature. In addition, the rage ends early on a target if it can no longer see or hear you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-herald_bolstering-chant", "name": "Bolstering Chant", "desc": "At 10th level, when you end your rage as a bonus action, you regain a number of hit points equal to your barbarian level *x* 3. Alternatively, if you end your rage and other creatures are also raging due to your Battle Fervor feature, you and each creature affected by your Battle Fervor regains a number of hit points equal to your barbarian level + your Charisma modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-herald_lorekeeper", "name": "Lorekeeper", "desc": "As a historian, you know how much impact the past has on the present. At 6th level, you can enter a trance and explore your people's sagas to cast the augury, comprehend languages, or identify spell, but only as a ritual. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-herald_oral-tradition", "name": "Oral Tradition", "desc": "When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-herald_thunderous-oratory", "name": "Thunderous Oratory", "desc": "At 14th level, while you are raging, your attacks deal an extra 2d6 thunder damage. If a creature is raging due to your Battle Fervor feature, its weapon attacks deal an extra 1d6 thunder damage. In addition, when you or a creature affected by your Battle Fervor scores a critical hit with a melee weapon attack, the target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be pushed up to 10 feet away and knocked prone in addition to any extra damage from the critical hit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of the Herald", "desc": "In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe's sagas and spurring them on to new victories while honoring the glory of the past.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-the-dragon", "features": [ { "key": "toh_path-of-the-dragon_aspect-of-the-dragon", "name": "Aspect of the Dragon", "desc": "At 10th level, you take on additional draconic features while raging. When you enter your rage, choose one of the following aspects to manifest.\n\n***Dragon Heart.*** You gain temporary hit points equal to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again.\n\n***Dragon Hide.*** Scales sprout across your skin. Your Armor Class increases by 2.\n\n***Dragon Sight.*** Your senses become those of a dragon. You have blindsight out to a range of 60 feet.\n\n***Dragon Wings.*** You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can't manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-dragon_legendary-might", "name": "Legendary Might", "desc": "Starting at 6th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-dragon_totem-dragon", "name": "Totem Dragon", "desc": "Starting when you choose this path at 3rd level, you choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon.\n\n| Dragon | Damage Type | \n|---------------------|-------------| \n| Black or Copper | Acid | \n| Blue or Bronze | Lightning | \n| Brass, Gold, or Red | Fire | \n| Green | Poison | \n| Silver or White | Cold |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-dragon_wyrm-lungs", "name": "Wyrm Lungs", "desc": "At 14th level, while raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-the-dragon_wyrm-teeth", "name": "Wyrm Teeth", "desc": "At 3rd level, your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of the Dragon", "desc": "Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don't solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_path-of-the-berserker", "features": [ { "key": "srd-2024_path-of-the-berserker_frenzy", "name": "Frenzy", "desc": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_intimidating-presence", "name": "Intimidating Presence", "desc": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_mindless-rage", "name": "Mindless Rage", "desc": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_retaliation", "name": "Retaliation", "desc": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Path of the Berserker level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per path of the berserker level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd-2024_barbarian" }, "name": "Path of the Berserker", "desc": "*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.", "hit_dice": "D12", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_path-of-the-berserker", "features": [ { "key": "srd_path-of-the-berserker_frenzy", "name": "Frenzy", "desc": "Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_path-of-the-berserker_intimidating-presence", "name": "Intimidating Presence", "desc": "Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_path-of-the-berserker_mindless-rage", "name": "Mindless Rage", "desc": "Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_path-of-the-berserker_retaliation", "name": "Retaliation", "desc": "Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of the Berserker", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-thorns", "features": [ { "key": "toh_path-of-thorns_blossoming-thorns", "name": "Blossoming Thorns", "desc": "Beginning at 3rd level, when you enter your rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.\n The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-thorns_natures-blessing", "name": "Nature's Blessing", "desc": "At 6th level, the thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4.\n Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-thorns_thorn-barrage", "name": "Thorn Barrage", "desc": "At 14th level, you can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-thorns_thorned-grasp", "name": "Thorned Grasp", "desc": "Also at 3rd level, when you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-thorns_toxic-infusion", "name": "Toxic Infusion", "desc": "Starting at 10th level, when you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of Thorns", "desc": "Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.\n\nThough named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-mistwood", "features": [ { "key": "toh_path-of-mistwood_bonus-proficiency", "name": "Bonus Proficiency", "desc": "At 3rd level, you gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-mistwood_from-the-mist", "name": "From the Mist", "desc": "Beginning at 6th level, mist and fog don't hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-mistwood_mist-dance", "name": "Mist Dance", "desc": "Starting at 10th level, when you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-mistwood_mistwood-defender", "name": "Mistwood Defender", "desc": "Starting at 3rd level, you can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you aren't within melee range of a hostile creature that isn't incapacitated, you can draw and throw a thrown weapon as a bonus action.\n In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-mistwood_war-bands-passage", "name": "War Band's Passage", "desc": "Starting at 14th level, when you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isn't carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of Mistwood", "desc": "The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-hellfire", "features": [], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of Hellfire", "desc": "Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.\n\nWhile some of these barbarians are enlisted to support the devils' interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-booming-magnificence", "features": [ { "key": "toh_path-of-booming-magnificence_lions-glory", "name": "Lion's Glory", "desc": "Starting at 6th level, when you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_resonant-bellow", "name": "Resonant Bellow", "desc": "At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can't use this feature again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_roar-of-defiance", "name": "Roar of Defiance", "desc": "Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.\n Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can't use this feature on that creature again during this rage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_running-leap", "name": "Running Leap", "desc": "At 3rd level, while you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet equal to your Strength score. With a 10-foot running start, you can long jump a number of feet equal to twice your Strength score.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_victorious-roar", "name": "Victorious Roar", "desc": "At 14th level, you exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn't frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of Booming Magnificence", "desc": "Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_paladin", "features": [ { "key": "srd-2024_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_abjure-foes", "name": "Abjure Foes", "desc": "As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-expansion", "name": "Aura Expansion", "desc": "Your Aura of Protection is now a 30-foot Emanation.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\n\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\n\nIf another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity", "name": "Channel Divinity", "desc": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity-uses", "name": "Channel Divinity", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength and Charisma|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Truesight is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_faithful-steed", "name": "Faithful Steed", "desc": "You can call on the aid of an otherworldly steed. You always have the *Find Steed* spell prepared.\n\nYou can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_fighting-style", "name": "Fighting Style", "desc": "You gain a Fighting Style feat of your choice (see \"Feats\" for feats). Instead of choosing one of those feats, you can choose the option below.\n\n**Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). *Guidance* and *Sacred Flame* are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_lay-on-hands", "name": "Lay On Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.\n\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\n\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladins-smite", "name": "Paladin's Smite", "desc": "You always have the *Divine Smite* spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "9" }, { "level": 11, "column_value": "10" }, { "level": 12, "column_value": "10" }, { "level": 13, "column_value": "11" }, { "level": 14, "column_value": "11" }, { "level": 15, "column_value": "12" }, { "level": 16, "column_value": "12" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "7" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_paladin_radiant-strikes", "name": "Radiant Strikes", "desc": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_restoring-touch", "name": "Restoring Touch", "desc": "When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_paladin_spell-list", "name": "Paladin Spell List", "desc": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Divine Favor|Transmutation|—|\n|Divine Smite|Evocation|—|\n|Heroism|Enchantment|C|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Searing Smite|Evocation|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Find Steed|Conjuration|—|\n|Gentle Repose|Necromancy|R, M|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Shining Smite|Transmutation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Magic Circle|Abjuration|M|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n\nTable: Level 4 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Death Ward|Abjuration|—|\n|Locate Creature|Divination|C|\n\nTable: Level 5 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Dispel Evil and Good|Abjuration|C|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Raise Dead|Necromancy|M|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.\n\n**Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. *Heroism* and *Searing Smite* are recommended.\n\nThe number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\n\nIf another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_paladin", "features": [ { "key": "srd_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-health", "name": "Divine Health", "desc": "By 3rd level, the divine magic flowing through you makes you immune to disease.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-sense", "name": "Divine Sense", "desc": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-smite", "name": "Divine Smite", "desc": "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) five javelins or (*b*) any simple melee weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* Chain mail and a holy symbol", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_fighting-style", "name": "Fighting Style", "desc": "At 2nd 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 you later get to choose again.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n### Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_improved-divine-smite", "name": "Improved Divine Smite", "desc": "By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_proficiencies", "name": "Proficiencies", "desc": "**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_paladin_sacred-oath", "name": "Sacred Oath", "desc": "When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n### Oath Spells\r\n\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n### Channel Divinity\r\n\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_paladin_spellcasting", "name": "Spellcasting", "desc": "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_paladin", "features": [ { "key": "bfrd_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) a martial weapon and a shield or (B) two martial weapons; (A) five javelins or (B) any simple melee weapon; (A) a priest's pack or (B) an explorer's pack; plus Chain mail and a holy symbol|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-sense", "name": "Divine Sense", "desc": "During your turn, you can open your awareness to detect the presence of supernatural forces (no action required). For 1 minute, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that isn't behind total cover. You know the creature type of any being whose presence you sense, but you don't know which specific creature it is. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated with the hallow spell.\n\nYou can use this feature a number of times equal to your PB + 1. When you finish a long rest, you regain all uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 × your paladin level.\n\nAs an action, you can touch a willing creature and draw from the pool to restore a number of hit points to that creature up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.\n\nAs a bonus action, you can use this feature to affect yourself instead of a different creature. This feature has no effect on Constructs or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_spellcasting", "name": "Spellcasting", "desc": "At 2nd level, you enhance your martial prowess with the ability to cast Divine spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Paladin Progression table shows how many spells you know and how many Divine spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bless and have a 1st-circle and a 2nd-circle spell slot available, you can cast bless using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Divine spell list to learn.\n\nThe Spells Known column of the Paladin Progression table shows when you learn additional Divine spells. Each spell you choose must be from a circle for which you have Divine spell slots. For instance, when you reach 5th level as a paladin, you can learn one new Divine spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of paladin, you can choose one Divine spell you know and replace it with another spell of your choice from the Divine spell list. The replacement spell must be of a circle for which you have Divine spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-smite", "name": "Divine Smite", "desc": "Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon's normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "Choose a subclass that reflects the oath you swear to uphold, either Devotion or Justice (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Oath Spells.** Each paladin subclass has a list of oath spells that you can access as soon as you can cast spells of that circle (as shown in the Paladin Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting an oath spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you. You can't replace oath spells when you gain a level of paladin.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_channel-divinity", "name": "Channel Divinity", "desc": "Each paladin subclass gives you one or more ways to channel divine energy into magical effects, and each subclass explains how they work.\n\nWhen you use your Channel Divinity feature, choose which effect you want. Some of these effects require a save, and in those cases, the DC is equal to your spell save DC.\n\nBeginning at 13th level, you can use your Channel Divinity feature twice between rests, then three times at 18th level. When you finish a short or long rest, you regain any expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 13, "detail": "2/Rest" }, { "level": 18, "detail": "3/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "When you or a friendly creature within 10 feet of you makes a save, the creature gains a bonus to the save equal to your CHA modifier (minimum bonus of +1). You must be conscious to grant this bonus. A creature can only receive the benefits of one Aura of Protection feature at a time (that is, auras from multiple paladins don't stack).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and friendly creatures within 10 feet of you can't be frightened while you are conscious.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Divine Recovery.** When you heal a creature with your Lay on Hands feature, the target can expend one of their hit dice, roll the die, and add their CON modifier to it. The target regains that many hit points, in addition to any healing received from Lay on Hands.\n- **Radiant Strikes.** Your every strike is divinely empowered. When you hit a creature with a weapon, the attack deals an extra 1d8 radiant damage. Fiends and Undead instead take 2d8 radiant damage. This extra damage stacks with any damage from your Divine Smite feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "You can use your action to end one spell on yourself or on one willing creature you touch.\n\nYou can use this feature a number of times equal to your CHA modifier (minimum of one). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-improvements", "name": "Aura Improvements", "desc": "The range of your Aura of Protection and Aura of Courage features (and any auras granted by your paladin subclass) increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. You gain the following epic boon:\n- **Aura of Salvation.** As an action, you can exude a calming reassurance for 1 hour. While the aura is active, you and friendly creatures within 30 feet of you have resistance to nonmagical damage and automatically succeed on death saving throws. A creature with at least 1 HP that starts its turn in the aura regains hit points equal to your CHA modifier. This effect ends early if you are incapacitated or die. Once used, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_paladin_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_open-hand", "features": [ { "key": "bfrd_monk-open-hand_focus-intent", "name": "Focus Intent", "desc": "When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.\n\nYou can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_open-hand-technique", "name": "Open Hand Technique", "desc": "You can manipulate your enemy's energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:\n- It can't take reactions until the end of your next turn.\n- It must succeed on a DEX save or be knocked prone.\n- It must succeed on a STR save or be pushed up to 15 feet away from you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_wholeness-of-body", "name": "Wholeness of Body", "desc": "When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_tranquil-soul", "name": "Tranquil Soul", "desc": "You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_quivering-palm", "name": "Quivering Palm", "desc": "As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.\n\nFor the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.\n\nEach time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "bfrd_monk" }, "name": "Open Hand", "desc": "Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_old-wood", "features": [ { "key": "toh_old-wood_avatar-of-the-wood", "name": "Avatar of the Wood", "desc": "Starting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits: \n* Your Armor Class is 16 plus your Dexterity modifier. \n* You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further. \n* Your hands become branch-like claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon. \n* Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per level of the spell cast.\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_expanded-spell-list", "name": "Expanded Spell List", "desc": "Your connection to the forest allows you to 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.\n\n**Old Wood Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|---------------------------------------------| \n| 1st | *animal friendship*, *faerie fire* | \n| 2nd | *animal messenger*, *spike growth* | \n| 3rd | *conjure animals*, *protection from energy* | \n| 4th | *conjure woodland beings*, *giant insect* | \n| 5th | *greater restoration*, *tree stride* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_old-wood_forests-defender", "name": "Forest's Defender", "desc": "At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the *shillelagh* cantrip. *Shillelagh* counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_natures-endurance", "name": "Nature's Endurance", "desc": "At 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_predatory-grace", "name": "Predatory Grace", "desc": "Starting at 6th level, you are able to cast *pass without trace* without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_sap-magic", "name": "Sap Magic", "desc": "At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_the-old-wood-and-your-pact-boons", "name": "The Old Wood and Your Pact Boons", "desc": "When you select your pact boon at 3rd level, it is altered by your patron in the following ways:\n\n***Pact of the Chain.*** When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (see *Tome of Beasts*) in addition to the usual familiar choices.\n\n***Pact of the Blade.*** The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast *shillelagh*, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.\n\n***Pact of the Tome.*** The Old Wood grows a tome for you. The tome's cover is hardened bark from the forest's native trees, and its pages are leaves whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock" }, "name": "Old Wood", "desc": "You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature's endurance.\n\nHowever, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the antediluvian forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_oathless-betrayer", "features": [ { "key": "open5e_oathless-betrayer_aura-of-loathing", "name": "Aura of Loathing", "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_channel-divinity", "name": "Channel Divinity", "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_master-of-doom", "name": "Master of Doom", "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells |\n|-------|--------------------------------|\n| 3rd | hellish rebuke, inflict wounds |\n| 5th | crown of madness, darkness |\n| 9th | animate dead, bestow curse |\n| 13th | blight, confusion |\n| 17th | contagion, dominate person |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_tenets-of-the-betrayer", "name": "Tenets of the Betrayer", "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_unearthly-barrier", "name": "Unearthly Barrier", "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oathless Betrayer", "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-plaguetouched", "features": [ { "key": "toh_oath-of-the-plaguetouched_aura-of-radiant-energy", "name": "Aura of Radiant Energy", "desc": "Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage. At 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_bulwark-against-death-and-disease", "name": "Bulwark Against Death and Disease", "desc": "Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Protective Aura.*** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.\n\n ***Turn Undead.*** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Plaguetouched Spells (table)**\n| Paladin Level | Spells | \n|----------------|-----------------------------------------| \n| 3rd | *bane*, *protection from evil and good* | \n| 5th | *enhance ability*, *lesser restoration* | \n| 9th | *life from death*, *remove curse* | \n| 13th | *blight*, *freedom of movement* | \n| 17th | *greater restoration*, *hold monster* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_restriction-non-darakhul", "name": "Restriction: Non-Darakhul", "desc": "You can choose this paladin sacred oath only if you are not a darakhul.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_scourge-of-undeath", "name": "Scourge of Undeath", "desc": "At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: \n* The bright light shed by your Protective Aura is sunlight. \n* You have advantage on attack rolls against undead. \n* An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_tenets-of-the-plaguetouched", "name": "Tenets of the Plaguetouched", "desc": "Paladins following the Oath of the Plaguetouched share these tenets.\n\n ***Bravery.*** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.\n\n ***Stop the Spread of Undeath.*** Fight to ensure the undead don't snuff out the light of life in the world.\n\n ***Relentless.*** Creatures of undeath never tire; you must remain vigilant.\n\n ***Mercy.*** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Plaguetouched", "desc": "After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal— darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.\n\nThat prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-hearth", "features": [ { "key": "toh_oath-of-the-hearth_aura-of-the-hearth", "name": "Aura of the Hearth", "desc": "Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and effects that deal cold damage. If such a creature succeeds on a saving throw against a spell or effect that allows the creature to take only half the cold damage on a successful save, the creature instead takes no damage. In addition, you and friendly creatures within 10 feet of you have advantage on saving throws against the longterm effects of exposure to cold weather. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Cease Hostility.*** As an action, you can use your Channel Divinity and speak soothing words. For 1 minute, each creature within 60 feet of you that can see or hear you must succeed on a Charisma saving throw to attack another creature. A creature hostile to you has disadvantage on the saving throw. This effect ends on a creature if it is attacked or harmed by a spell.\n\n ***Turn Boreal Creatures.*** As an action, you can use your Channel Divinity and speak a prayer against unnatural cold. Each cold creature within 30 feet of you and that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_divine-sense", "name": "Divine Sense", "desc": "In addition to knowing the location of any celestial, fiend, or undead, your Divine Sense feature allows you to know the location of any cold creature within 60 feet of you that is not behind total cover.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_fiery-smite", "name": "Fiery Smite", "desc": "When you use your Divine Smite feature, you can choose for the extra damage you deal to be fire or radiant, and the extra damage increases to 1d8 only if the target is an undead or a cold creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_icewalker", "name": "Icewalker", "desc": "Starting at 15th level, you have resistance to cold damage, and you can't be restrained or petrified by cold or ice. In addition, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of the Hearth Spells (table)**\n| Paladin Level | Spells | \n|----------------|--------------------------------------| \n| 3rd | *burning hands*, *sanctuary* | \n| 5th | *calm emotions*, *flame blade* | \n| 9th | *protection from energy*, *tiny hut* | \n| 13th | *guardian of faith*, *wall of fire* | \n| 17th | *flame strike*, *hallow* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_roaring-fire", "name": "Roaring Fire", "desc": "At 20th level, you can take on the aspects of a healthy, tended fire, radiating heat and light. For 1 minute, you gain the following benefits: \n* You shed bright light in a 20-foot radius and dim light for an additional 20 feet. \n* Whenever a cold creature starts its turn within 20 feet of you, the creature takes 2d8 fire damage, which ignores resistance and immunity to fire damage. \n* Whenever you cast a paladin spell that deals fire damage and has a casting time of 1 action, you can cast it as a bonus action instead. \n* Your weapon attacks deal an extra 1d6 fire damage on a hit. If you deal fire damage to a cold creature, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute, or until it takes any damage.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_tenets-of-the-hearth", "name": "Tenets of the Hearth", "desc": "Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.\n\n***Bastion of Peace.*** Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don't shrink away from combat.\n\n ***Beacon in the Dark.*** When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.\n\n ***Hospitality of Home.*** Provide the comforts of home to those who meet with you peacefully. Respect others' cultures and traditions, provided they don't espouse aggression and violence toward others.\n\n ***Protection from the Elements.*** Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.\n\n ***Repel the Cold.*** Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Hearth", "desc": "Paladins who swear the Oath of the Hearth endeavor to extend the comforts of home to others, by allaying the rigors of travel or simply assuring those who grow despondent of the possibility of returning home. Ironically, paladins who follow this oath remain far from home in pursuit of their goals. Their oath reflects the welcoming warmth and light provided by the hearth, and paladins following the oath use these elements to turn away the cold or defeat enemies who employ cold as weapons.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-guardian", "features": [ { "key": "toh_oath-of-the-guardian_aura-of-awareness", "name": "Aura of Awareness", "desc": "Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_band-of-heroes", "name": "Band of Heroes", "desc": "At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute: \n* The target is cured of all disease and poison and can't be frightened or poisoned. \n* The target has advantage on Wisdom and Constitution saving throws. \n* The target gains temporary hit points equal to your level.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Inspired Leadership.*** You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.\n\n ***Turn the Wild.*** As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_hold-the-line", "name": "Hold the Line", "desc": "At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.\n You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Guardian Spells (table)**\n| Paladin Level | Spells | \n|----------------|-------------------------------------------| \n| 3rd | *litany of sure hands*, *shield of faith* | \n| 5th | *mantle of the brave*, *spiritual weapon* | \n| 9th | *beacon of hope*, *invested champion* | \n| 13th | *banishment*, *inspiring speech* | \n| 17th | *creation*, *hallow* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_tenets-of-the-guardian", "name": "Tenets of the Guardian", "desc": "When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.\n\n***Encourage Prosperity.*** You must work hard to bring joy and prosperity to all around you.\n\n***Preserve Order.*** Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.\n\n***Decisive Action.*** Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Guardian", "desc": "A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-elements", "features": [ { "key": "toh_oath-of-the-elements_aura-of-resistance", "name": "Aura of Resistance", "desc": "Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_channel-divinity", "name": "Channel Divinity", "desc": "At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Abjure the Otherworldly.*** You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-champion", "name": "Elemental Champion", "desc": "At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits: \n* You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet). \n* You have resistance to acid, cold, fire, lightning, and thunder damage. \n* Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-companion", "name": "Elemental Companion", "desc": "At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.\n You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can't have a creature magically bound to you or your service, such as through the *conjure elemental* or *dominate person* spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn't magically bound to you.\n The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can't summon another one until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-language", "name": "Elemental Language", "desc": "When you take this oath at 3rd level, you learn to speak, read, and write Primordial.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-strike", "name": "Elemental Strike.", "desc": "As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.\n You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Elements Spells (table)**\n| Paladin Level | Spells | \n|----------------|--------------------------------------------| \n| 3rd | *burning hands*, *thunderwave* | \n| 5th | *acid arrow*, *flaming sphere* | \n| 9th | *call lightning*, *protection from energy* | \n| 13th | *conjure minor elementals*, *ice storm* | \n| 17th | *conjure elemental*, *wall of stone* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_tenets-of-the-elements", "name": "Tenets of the Elements", "desc": "Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.\n\n***Defend the Natural World.*** Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.\n\n***Lead the Line.*** You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.\n\n ***Act Wisely, Act Decisively.*** You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.\n\n ***Integrity.*** Your word is your bond. You don't lie or deceive others and always treat them with fairness.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Elements", "desc": "The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-safeguarding", "features": [ { "key": "toh_oath-of-safeguarding_aura-of-preservation", "name": "Aura of Preservation", "desc": "Beginning at 7th level, you emit an aura of safety while you're not incapacitated. The aura extends 10 feet from you in every direction. The first time you or a friendly creature within the aura would take damage from a weapon attack between the end of your previous turn and the start of your next turn, the target of the attack has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, each friendly creature within the aura has advantage on death saving throws.\n When you reach 18th level in this class, the range of this aura increases to 30 feet, and friendly creatures within 10 feet of you have resistance to all bludgeoning, piercing, and slashing damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_battlefield-controller", "name": "Battlefield Controller", "desc": "Starting at 15th level, you can't be shoved. When a hostile creature within 10 feet of you moves more than 10 feet away from you, you can use your reaction to move up to 10 feet and make an attack against that creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Insurmountable Passage.*** As an action, you can use your Channel Divinity and stamp one foot on the ground. The ground within 60 feet of you magically becomes difficult terrain for 1 minute. When you use this feature, you can designate up to 10 creatures that can ignore the difficult terrain.\n\n***Protect from Harm.*** As an action, you can use your Channel Divinity and speak reassuring words. For 1 minute, each friendly creature within 30 feet of you that can see or hear you has advantage on saving throws against spells and abilities that deal damage. In addition, each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of Safeguarding Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of Safeguarding Spells (table)**\n| Paladin Level | Spells | \n|----------------|----------------------------------------| \n| 3rd | *longstrider,*, *shield of faith* | \n| 5th | *hold person*, *spike growth* | \n| 9th | *beacon of hope*, *spirit guardians* | \n| 13th | *dimension door*, *stoneskin* | \n| 17th | *greater restoration*, *wall of stone* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_redoubtable-defender", "name": "Redoubtable Defender", "desc": "At 20th level, as an action, you can touch your charge, typically a creature or structure, and create a magical link between you, which appears as a razor-thin, ghostly silver tether. For 1 hour, you gain the following benefits: \n* You know the general status and well-being of your charge, such as if your charge is wounded or experiencing a particularly strong emotion, or, in the case of an object or structure, if it is damaged. \n* As an action, you can teleport to an unoccupied space within 5 feet of your charge, if it is a person or object. If the charge is a structure, you can choose to teleport to any unoccupied space within the structure. \n* You are immune to spells and effects that cause you to be charmed or might otherwise influence you to harm your charge. \n* If your charge is a creature and within 5 feet of you, the charge is immune to nonmagical bludgeoning, piercing, and slashing damage, and it has advantage on all saving throws. \n* You can use an action to erect a barrier for 1 minute, similar to a *wall of force*, to protect your charge. The wall can be a hemispherical dome or a sphere with a radius of up to 5 feet, or four contiguous 10-foot-by-10-foot panels. If your charge is a structure, the barrier can cut through portions of the structure without harming it.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_tenets-of-safeguarding", "name": "Tenets of Safeguarding", "desc": "Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won't leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.\n\n***Last Line of Defense.*** When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.\n\n***Protect the Charge.*** You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.\n\n***Shield All Innocents.*** In the absence of a sacred charge to protect, you endeavor to keep all those who can't defend themselves safe from harm. In cases where your charge must take priority, you do what you can to defend the helpless.\n\n***Uphold the Vow.*** You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don't leave your now-former charge in any present danger, if only for the possibility of future atonement.\n\n ***Unwavering.*** Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Safeguarding", "desc": "Paladins who choose the Oath of Safeguarding spend their lives in service to others, conserving the people and places they vow to protect. They take missions to guard against assassination attempts, safely transport a person or group through treacherous lands, and stand as bastions for locations under attack. These paladins are no mere mercenaries, however, as they view their missions as sacred vows.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-justice", "features": [ { "key": "toh_oath-of-justice_avatar-of-perfect-order", "name": "Avatar of Perfect Order", "desc": "At 20th level, you can take on the appearance of justice itself. As an action, you become wreathed in a garment of cold light. For 1 minute, you benefit from the following effects: \n* You are immune to bludgeoning, piercing, and slashing damage. \n* You can use your Justicar's Celerity feature without expending a use of Channel Divinity. \n* When a creature you can see takes the Attack or Cast a Spell action, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must take a different action of your choice instead.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Tether of Righteousness.*** You can use your Channel Divinity to bind your target to you. As an action, you extend a line of energy toward a creature you can see within 30 feet of you. That creature must make a Dexterity saving throw. On a failure, it is tethered and can't move more than 30 feet away from you for 1 minute. While tethered, the target takes lightning damage equal to your Charisma modifier (minimum of 1) at the end of each of its turns. You can use an action to make a Strength (Athletics) check opposed by the tethered creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature's choice). On a success, you can pull the creature up to 15 feet in a straight line toward you. As an action, the tethered creature can make a Strength check against your spell save DC. On a success, it breaks the tether.\n\n***Justicar's Celerity.*** You can use your Channel Divinity to respond to danger with lightning speed. When a creature that you can see is attacked, you can move up to your speed as a reaction. If you end your movement within 5 feet of the attacker, you can make one melee attack against it as part of this reaction. If you end your movement within 5 feet of the target of the attack, you can become the target of the attack instead as part of this reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_disciplined-pursuant", "name": "Disciplined Pursuant", "desc": "At 7th level, you can bend the laws of magic to parallel the laws of civilization. When you reduce a creature to 0 hit points with a spell or Divine Smite, you can choose to knock out the creature instead of killing it. The creature falls unconscious and is stable.\n In addition, once per turn when you deal radiant damage to a creature, you can force it to make a Constitution saving throw. On a failure, its speed is halved until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one creature to be affected by this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_shackles-of-light", "name": "Shackles of Light", "desc": "Starting at 15th level, once per turn when you deal radiant damage to a creature, it must make a Constitution saving throw. On a failure, it is restrained by golden, spectral chains until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one such creature to be affected by this feature. The target of this feature can be different from the target of your Disciplined Pursuant feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_tenets-of-justice", "name": "Tenets of Justice", "desc": "All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.\n\n***Uphold the Law.*** The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.\n\n***Punishment Fits the Crime.*** The severity of justice acts in equal measure to the severity of a wrongdoer's transgressions. Oath Spells You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of Justice Spells (table)**\n| Paladin Level | Spells | \n|----------------|-------------------------------------| \n| 3rd | *color spray*, *guiding bolt* | \n| 5th | *guiding bolt*, *zone of truth* | \n| 9th | *lightning bolt*, *slow* | \n| 13th | *faithful hound*, *locate creature* | \n| 17th | *arcane hand*, *hold monster* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Justice", "desc": "The Oath of Justice is a commitment not to the tenets of good or evil but a holy vow sworn to uphold the laws of a nation, a city, or even a tiny village. When lawlessness threatens the peace, those who swear to uphold the Oath of Justice intervene to maintain order, for if order falls to lawlessness, it is only a matter of time before all of civilization collapses into anarchy.\n\nWhile many young paladins take this oath to protect their country and the people close to them from criminals, some older adherents to this oath know that what is just is not necessarily what is right.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_oath-of-devotion", "features": [ { "key": "srd-2024_paladin_oath-of-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_sacred-weapon", "name": "Sacred Weapon", "desc": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_smite-of-protection", "name": "Smite of Protection", "desc": "Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_spells", "name": "Oath of Devotion Spells", "desc": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd-2024_paladin" }, "name": "Oath of Devotion", "desc": "*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_oath-of-devotion", "features": [ { "key": "srd_oath-of-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null }, { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null }, { "level": 17, "detail": null }, { "level": 3, "detail": null }, { "level": 5, "detail": null }, { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_purity-of-spirit", "name": "Purity of Spirit", "desc": "Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_tenets-of-devotion", "name": "Tenets of Devotion", "desc": "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Devotion", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_oath-of-devotion", "features": [ { "key": "bfrd_paladin-devotion_channel-divinity", "name": "Channel Divinity", "desc": "You gain the following two Channel Divinity options.\n\n## Channel Divinity: Sacred Weapon\n\nAs an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the effected weapon isn't already magical, it becomes magical for the duration.\n\nYou can end this effect on your turn (no action required). It ends early if you fall unconscious.\n\n## Channel Divinity: Sanctifying Light\n\nAs an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a CON save, ending the effect for itself on a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_devotion-oath-spells", "name": "Devotion Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Devotion Oath Spells table. See the Paladin Subclass class feature for how these spells work.\n\n|Paladin Level|Spells|\n|---|---|\n|3rd|sanctuary|\n|5th|warding bond|\n|9th|protection from energy|\n|13th|stoneskin|\n|17th|mass cure wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "You and friendly creatures within 10 feet of you can't be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_purity-of-spirit", "name": "Purity of Spirit", "desc": "Your connection to divinity gives you constant protection from the influence of supernatural creatures. You always have the following protections against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and creatures with the Outsider tag:\n- Listed creatures have disadvantage on attack rolls against you.\n- You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead.\n- You can't be charmed, frightened, or possessed by listed creatures.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "As an action, you can emanate a nimbus of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. This light counts as true sunlight, such as when interacting with Sunlight Hypersensitivity, and it banishes areas of magical darkness created by the darkness spell or similar magic.\n\nWhen an enemy creature starts its turn in the bright light, it takes radiant damage equal to your paladin level. In addition, for the duration, you have advantage on saves.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "bfrd_paladin" }, "name": "Oath of Devotion", "desc": "Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography.\n\n**Tenets of Devotion.** Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets.\n- *Compassion.* Protect the weak, aid the helpless, and show mercy to your enemies whenever you are able.\n- *Courage.* Though caution is wise, never fear to act.\n- *Duty.* Do always as you have sworn to do. Obey those who have authority over you.\n- *Honesty.* Never tell a lie when the truth will suffice. Your word is your sacred promise.\n- *Honor.* Treat others with fairness. Let your deeds prove your character.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_monk", "features": [ { "key": "srd-2024_monk_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_acrobatic-movement", "name": "Acrobatic Movement", "desc": "While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_body-and-mind", "name": "Body and Mind", "desc": "You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_core-traits", "name": "Core Monk Traits", "desc": "|||\n|---|---|\n|Primary Ability|Dexterity and Wisdom|\n|Hit Point Die|D8 per Monk level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth|\n|Weapon Proficiencies|Simple weapons and Martial weapons that have the Light property|\n|Tool Proficiencies|Choose one type of Artisan's Tools or Musical Instrument|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_monk_deflect-attacks", "name": "Deflect Attacks", "desc": "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.\n\nIf you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_monk_deflect-energy", "name": "Deflect Energy", "desc": "You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_disciplined-survivor", "name": "Disciplined Survivor", "desc": "Your physical and mental discipline grant you proficiency in all saving throws.\n\nAdditionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_empowered-strikes", "name": "Empowered Strikes", "desc": "Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_evasion", "name": "Evasion", "desc": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.\n\nYou don't benefit from this feature if you have the Incapacitated condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_focus-points", "name": "Focus Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_monk_heightened-focus", "name": "Heightened Focus", "desc": "Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.\n\n**Flurry of Blows.** You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.\n\n**Patient Defense.** When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.\n\n**Step of the Wind.** When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_martial-arts", "name": "Martial Arts", "desc": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:\n\n- Simple Melee weapons\n- Martial Melee weapons that have the Light property\n\nYou gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.\n\n**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action.\n\n**Martial Arts Die.** You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.\n\n**Dexterous Attacks.** You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_martial-arts-dice", "name": "Martial Arts", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 10, "column_value": "1d8" }, { "level": 11, "column_value": "1d10" }, { "level": 12, "column_value": "1d10" }, { "level": 13, "column_value": "1d10" }, { "level": 14, "column_value": "1d10" }, { "level": 15, "column_value": "1d10" }, { "level": 16, "column_value": "1d10" }, { "level": 17, "column_value": "1d12" }, { "level": 18, "column_value": "1d12" }, { "level": 19, "column_value": "1d12" }, { "level": 2, "column_value": "1d6" }, { "level": 20, "column_value": "1d12" }, { "level": 3, "column_value": "1d6" }, { "level": 4, "column_value": "1d6" }, { "level": 5, "column_value": "1d8" }, { "level": 6, "column_value": "1d8" }, { "level": 7, "column_value": "1d8" }, { "level": 8, "column_value": "1d8" }, { "level": 9, "column_value": "1d8" } ] }, { "key": "srd-2024_monk_monk-subclass", "name": "Monk Subclass", "desc": "You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_monks-focus", "name": "Monk's Focus", "desc": "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.\n\nYou can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.\n\nWhen you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.\n\nSome features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.\n\n**Flurry of Blows.** You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.\n\n**Patient Defense.** You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.\n\n**Step of the Wind.** You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_perfect-focus", "name": "Perfect Focus", "desc": "When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_monk_self-restoration", "name": "Self-Restoration", "desc": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.\n\nIn addition, forgoing food and drink doesn't give you levels of Exhaustion.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_slow-fall", "name": "Slow Fall", "desc": "You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_stunning-strike", "name": "Stunning Strike", "desc": "Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_superior-defense", "name": "Superior Defense", "desc": "At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_unarmored-defense", "name": "Unarmored Defense", "desc": "While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_unarmored-movement", "name": "Unarmoed Movement", "desc": "Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "+20 ft." }, { "level": 11, "column_value": "+20 ft." }, { "level": 12, "column_value": "+20 ft." }, { "level": 13, "column_value": "+20 ft." }, { "level": 14, "column_value": "+25 ft." }, { "level": 15, "column_value": "+25 ft." }, { "level": 16, "column_value": "+25 ft." }, { "level": 17, "column_value": "+25 ft." }, { "level": 18, "column_value": "+30 ft." }, { "level": 19, "column_value": "+30 ft." }, { "level": 2, "column_value": "+10 ft." }, { "level": 20, "column_value": "+30 ft." }, { "level": 3, "column_value": "+10 ft." }, { "level": 4, "column_value": "+10 ft." }, { "level": 5, "column_value": "+10 ft." }, { "level": 6, "column_value": "+15 ft." }, { "level": 7, "column_value": "+15 ft." }, { "level": 8, "column_value": "+15 ft." }, { "level": 9, "column_value": "+15 ft." } ] }, { "key": "srd-2024_monk_uncanny-metabolism", "name": "Uncanny Metabolism", "desc": "When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Monk level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per monk level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Monk", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_monk", "features": [ { "key": "srd_monk_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_deflect-missiles", "name": "Deflect Missiles", "desc": "Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.\r\n\r\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_diamond-soul", "name": "Diamond Soul", "desc": "Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.\r\n\r\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_empty-body", "name": "Empty Body", "desc": "Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\r\n\r\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a shortsword or (*b*) any simple weapon\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* 10 darts", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_monk_evasion", "name": "Evasion", "desc": "At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki", "name": "Ki", "desc": "Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\r\n\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\r\n\r\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.\r\n\r\nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:\r\n\r\n*Ki save DC* = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n### Flurry of Blows\r\n\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \r\n\r\n### Patient Defense\r\n\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.\r\n\r\n### Step of the Wind\r\n\r\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki-empowered-strikes", "name": "Ki-Empowered Strikes", "desc": "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki-points", "name": "Ki Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd_monk_martial-arts", "name": "Martial Arts", "desc": "At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.\r\n\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:\r\n\r\n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\r\n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\r\n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \r\n\r\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "1d4" }, { "level": 10, "column_value": "1d6" }, { "level": 11, "column_value": "1d8" }, { "level": 12, "column_value": "1d8" }, { "level": 13, "column_value": "1d8" }, { "level": 14, "column_value": "1d8" }, { "level": 15, "column_value": "1d8" }, { "level": 16, "column_value": "1d8" }, { "level": 17, "column_value": "1d10" }, { "level": 18, "column_value": "1d10" }, { "level": 19, "column_value": "1d10" }, { "level": 2, "column_value": "1d4" }, { "level": 20, "column_value": "1d10" }, { "level": 3, "column_value": "1d4" }, { "level": 4, "column_value": "1d4" }, { "level": 5, "column_value": "1d6" }, { "level": 6, "column_value": "1d6" }, { "level": 7, "column_value": "1d6" }, { "level": 8, "column_value": "1d6" }, { "level": 9, "column_value": "1d6" } ] }, { "key": "srd_monk_monastic-tradition", "name": "Monastic Tradition", "desc": "When you reach 3rd level, you commit yourself to a monastic tradition such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_perfect-self", "name": "Perfect Self", "desc": "At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Simple weapons, shortswords\r\n**Tools:** Choose one type of artisan’s tools or one musical instrument\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_monk_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_monk_purity-of-body", "name": "Purity of Body", "desc": "At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_slow-fall", "name": "Slow Fall", "desc": "Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_stillness-of-mind", "name": "Stillness of Mind", "desc": "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_stunning-strike", "name": "Stunning Strike", "desc": "Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_timeless-body", "name": "Timeless Body", "desc": "At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_tongue-of-the-sun-and-moon", "name": "Tongue of the Sun and Moon", "desc": "Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_unarmored-defense", "name": "Unarmored Defense", "desc": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_unarmored-movement", "name": "Unarmored Movement", "desc": "Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\r\n\r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "+20 ft." }, { "level": 11, "column_value": "+20 ft." }, { "level": 12, "column_value": "+20 ft." }, { "level": 13, "column_value": "+20 ft." }, { "level": 14, "column_value": "+25 ft." }, { "level": 15, "column_value": "+25 ft." }, { "level": 16, "column_value": "+25 ft." }, { "level": 17, "column_value": "+25 ft." }, { "level": 18, "column_value": "+30 ft." }, { "level": 19, "column_value": "+30 ft." }, { "level": 2, "column_value": "+10 ft." }, { "level": 20, "column_value": "+30 ft." }, { "level": 3, "column_value": "+10 ft." }, { "level": 4, "column_value": "+10 ft." }, { "level": 5, "column_value": "+10 ft." }, { "level": 6, "column_value": "+15 ft." }, { "level": 7, "column_value": "+15 ft." }, { "level": 8, "column_value": "+15 ft." }, { "level": 9, "column_value": "+15 ft." } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Monk level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per monk level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Monk", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } } ] }