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=3
{ "count": 182, "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-name&page=4", "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-name&page=2", "results": [ { "key": "bfrd_monk", "features": [ { "key": "bfrd_monk_core-traits", "name": "Core Monk Traits", "desc": "|||\n|---|---|\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, Stealth|\n|Weapon Proficiencies|Simple weapons, shortswords|\n|Tool Proficiencies|One of your choice|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) any simple weapon; (A) a dungeoneer's pack or (B) an explorer's pack; (A) 10 darts or (B) a sling|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_monk_martial-arts", "name": "Martial Arts", "desc": "You have 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. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:\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 Progression table.\n- You can use DEX instead of STR for attack and damage rolls of your unarmed strikes and monk weapons.\n- When you are hit by a ranged weapon attack, you can use your reaction to reduce the damage you take from the attack by 1d10 + your DEX modifier + your monk level. If you reduce the damage to 0, you can catch the missile or thrown weapon 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 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, with a normal range of 20 feet and a long range of 60 feet.\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.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_unarmored-defense", "name": "Unarmored Defense", "desc": "While you are wearing no armor and not wielding a shield, your AC equals 10 + your DEX modifier + your WIS modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_techniques", "name": "Techniques", "desc": "Your training gives you access to special techniques that allow you to amplify and manipulate the energy within yourself and the environment. Your ability to use this energy is represented by technique points. Your monk level determines the number of points you have, as shown in the Technique Points column of the **Monk Progression** table.\n\nYou can spend these points to fuel various techniques. You start knowing three techniques: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more technique features as you gain levels in this class.\n\nYou recover expended technique points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your technique points.\n\nSome of your techniques require your target to make a save to resist the technique's effects. The save DC is calculated as follows:\n\n**Technique save DC** = 8 + your proficiency bonus (PB) + your WIS modifier\n\n## Flurry of Blows\n\nImmediately after you use an action on your turn, you can spend 1 technique point to make two unarmed strikes or make one attack with a monk weapon as a bonus action.\n\n## Patient Defense\n\nYou can spend 1 technique point to take the Dodge action as a bonus action on your turn.\n\n## Step of the Wind\n\nYou can spend 1 technique point to take the Disengage or Dash action as a bonus action on your turn. When you do so, your jump distance is doubled until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_unarmored-movement", "name": "Unarmored 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 in the Monk Progression table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_monk-subclass", "name": "Monk Subclass", "desc": "Choose a subclass that reflects your method for connecting with the energies of the universe, either Flickering Dark or Open Hand (detailed at the end of this class). Your subclass 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_monk_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_monk_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_monk_stunning-strike", "name": "Stunning Strike", "desc": "You can interfere with the flow of energy in an opponent's body. Once per turn, when you successfully hit another creature with an unarmed strike or monk weapon, you can spend 1 technique point to attempt to stun your foe. When you do so, the target takes damage from your attack as normal and then it must succeed on a CON save or be stunned until the end of your next turn. Each time a stunned target takes damage, it can repeat the save, ending the stunned effect on a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_empowered-strikes", "name": "Empowered Strikes", "desc": "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": "bfrd_monk_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_monk_perfect-motion", "name": "Perfect Motion", "desc": "While you aren't wearing armor or wielding a shield, you gain the following benefits:\n- When you fall, you can use your reaction to reduce any falling damage you would take by an amount equal to 5 × your monk level.\n- You can move along vertical surfaces and across liquids on your turn without falling during the move. If you end your movement or if your movement is interrupted while you are standing on a vertical surface or on liquid, you fall as normal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the monk's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Purity of Body.** Your mastery of the energy flowing through your body makes you immune to disease, poison damage, and the poisoned condition. In addition, when you are reduced to 0 HP but not killed outright, you can instantly reset your hit point total to your current number of technique points. You can't recover hit points in this way again until you finish a long rest.\n- **Purity of Mind.** The clearness of your mind gives you advantage on Wisdom saves. As a bonus action, you can end one effect on yourself that is causing you to be charmed or frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_astral-teachings", "name": "Astral Teachings", "desc": "As an action, you can expend 2 technique points to become proficient in one language, skill, tool, or weapon of your choice until you are incapacitated or use this feature again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_diamond-soul", "name": "Diamond Soul", "desc": "Your mastery of energy grants you proficiency in all saves. In addition, when you make a save and fail, you can spend 1 technique point to reroll it. You must take the second result.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_timeless-self", "name": "Timeless Self", "desc": "Your spirit sustains you, body and mind. You gain the following benefits:\n- You can't be magically aged and suffer none of the frailty of old age. You can still die of old age, however.\n- You no longer need food or water.\n- Your ability scores and hit point maximum can't be lowered or reduced by any means short of a wish spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk_empty-body", "name": "Empty Body", "desc": "You can use your action to spend 4 technique points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. In addition, you can spend 8 technique points to cast the astral projection spell as an action (ignoring the standard casting time), 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": "bfrd_monk_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the monk's path grants you a powerful new ability. You gain the following epic boon:\n- **Boundless Technique.** When you roll for initiative, you regain up to 4 expended technique points. If you start your turn with no technique points remaining, you regain 2 technique points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_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": 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_monk_martial-arts-die", "name": "Martial Arts", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d4" }, { "level": 2, "column_value": "1d4" }, { "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" }, { "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": 20, "column_value": "1d10" } ] }, { "key": "bfrd_monk_technique-points", "name": "Technique Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "3" }, { "level": 3, "column_value": "5" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "9" }, { "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": 20, "column_value": "20" } ] }, { "key": "bfrd_monk_unarmored-movement-bonus", "name": "Unarmored Movement", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "+10 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" }, { "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": 20, "column_value": "+30 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": "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": "Monk", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_mischief-domain", "features": [ { "key": "open5e_mischief-domain_channel-divinity-double-trouble", "name": "Channel Divinity: Double Trouble", "desc": "Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_channel-divinity-walk-unseen", "name": "Channel Divinity: Walk Unseen", "desc": "Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 to the target. 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": "open5e_mischief-domain_double-trouble-doubled", "name": "Double Trouble Doubled", "desc": "Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_mischeif-domain-spells-table", "name": "Mischeif Domain Spells (table)", "desc": "Cleric Level | Spells |\r\n|--------------|----------------------------------|\r\n| 1st | charm person, disguise self |\r\n| 3rd | mirror image, pass without trace |\r\n| 5th | blink, dispel magic |\r\n| 7th | dimension door, polymorph |\r\n| 9th | dominate person, modify memory |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_spreader-of-mischief", "name": "Spreader of Mischief", "desc": "At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Cleric", "key": "srd_cleric" }, "name": "Mischief Domain", "desc": "*Compare to the core book's Trickery Domain*\n\nWhile most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_metallurgist", "features": [ { "key": "bfrd_metallurgist_augment-absorbing", "name": "Augment: Absorbing", "desc": "You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.\n\n### Absorbing\n\n*Item Requirement: Armor or Shield*\n\nYou empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your INT modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type.\n\nYou can use this feature a number of times equal to your PB, regaining all expended charges 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_metallurgist_mystic-metal", "name": "Mystic Metal", "desc": "You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a nonmagical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor.\n\nAny ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state.\n\nOnce transformed, the mystic metal resembles a head-to- toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isn’t affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesn’t hinder movement, and you are considered proficient with it.\n\nYour mystic metal functions as a magic suit of armor with the following properties:\n\n- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your STR or INT modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your STR or INT modifier (your choice) magical bludgeoning damage.\n- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it can’t appear on you.\n- While worn, the armor is attached to your body and can’t be removed against your will.\nWhile you wear the armor, your AC equals 13 + your INT modifier.\n\nCreatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_heavy-hitter", "name": "Heavy Hitter", "desc": "You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits:\n\n- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 9th level and 1d10 at 15th level.\nWhen you make a weapon attack, you score a critical hit on a roll of 19 or 20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": "d6" }, { "level": 9, "detail": "d8" }, { "level": 15, "detail": "d10" } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_juggernaut", "name": "Juggernaut", "desc": "While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a STR check.\n\nIn addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_full-metal", "name": "Full Metal", "desc": "While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required).\n\nWhile this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types.\n\nOnce this state is used, you can’t activate it again until you complete 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": "Mechanist", "key": "bfrd_mechanist" }, "name": "Metallurgist", "desc": "Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_mercy-domain", "features": [ { "key": "toh_mercy-domain_bolster-the-living", "name": "Bolster the Living", "desc": "At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_channel-divinity-involuntary-aid", "name": "Channel Divinity: Involuntary Aid", "desc": "Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_divine-strike-of-mercy", "name": "Divine Strike of Mercy", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_hand-of-grace-and-execution", "name": "Hand of Grace and Execution", "desc": "At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_mercy-domain-spells", "name": "Mercy Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------|\r\n| 1st | *divine favor*, *healing word* |\r\n| 3rd | *aid*, *ray of enfeeblement* |\r\n| 5th | *bardo*, *revivify* |\r\n| 7th | *death ward*, *sacrificial healing* |\r\n| 9th | *antilife shell*, *raise dead* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_threshold-guardian", "name": "Threshold Guardian", "desc": "Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.", "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": "Mercy Domain", "desc": "Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_mechanist", "features": [ { "key": "bfrd_mechanist_eyes-of-the-maker", "name": "Eyes of the Maker", "desc": "When you touch a magic item or some other magic-imbued object, you learn its properties and how to use it, whether it requires attunement to use, and how many charges it has (if any). You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_shard-of-creation", "name": "Shard of Creation", "desc": "You learn how to craft a shard of creation, which is a Tiny magical object with many uses that appears on your person. In its base state, the shard appears as a constantly shifting, fluid-like bundle of plasma.\n\nThe shard vanishes instantly if you are slain or if it is not in your possession for more than 24 consecutive hours. If the shard is destroyed or you lose it, you can perform a 1-hour ritual to create a replacement. This ritual can be performed as part of a short or long rest.\n\nThe shard has a number of charges equal to your INT modifier (minimum of 1), and you regain all expended charges when you finish a long rest. Charges can be spent to activate the following properties.\n\n**Inspire**. When you make an ability check while touching the shard (regardless of its current form), you can spend 1 charge to roll a d6 and add the number rolled to your check result.\n\n**Transform**. While touching the shard, you can use an action to transform it into any type of nonmagical weapon or shield or into any object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created can’t be more than 20 × your mechanist level.\n\nA transformed shard remains in its new form until you die, use an action to return it to its original state, or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard can’t be passed off as a typical item for purposes of buying and selling.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_augment", "name": "Augment", "desc": "You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest).\n\nYou gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the **Mechanist Progression** table.\n\nWhen you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses.\n\nUnless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect don’t stack.\n\nThe maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the **Mechanist Progression** table. If you try to exceed your maximum, you must choose an ongoing effect to end.\n\nYou can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible—if not, the effect immediately ends.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_efficient-action", "name": "Efficient Action", "desc": "Your mechanical expertise allows you to use items more efficiently in the chaos of battle. You can use a bonus action to take the Use an Object action or to perform a weapon option.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_mechanist-subclass", "name": "Mechanist Subclass", "desc": "Choose a subclass that reflects your relationship to your craft, either Metallurgist or Spellwright. 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 } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can’t be raised above 20 with this feature):\n\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_mechanist_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_mechanist_rapid-augment", "name": "Rapid Augment", "desc": "You can now use your Augment feature more rapidly. As a bonus action, you can touch an item and imbue it with a known augment effect of your choice. You remain bound by all other restrictions of the Augment feature, including number of items.\n\nYou can use your Rapid Augment feature a number of times equal to your INT modifier and 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": "bfrd_mechanist_greater-creation", "name": "Greater Creation", "desc": "Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**.Your bonus to ability checks is now 1d8 (instead of 1d6).\n\n**Transform**. You can now transform the shard into any Large or smaller tool or nonmagical object. All other restrictions still apply, including the limit on the gold piece value.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the mechanist’s path grants you a powerful new ability. Choose one of the following heroic boons:\n\n- **Curse of Unmaking**. As an action, you can make a melee spell attack using your augment attack modifier (see **Augment Effects**) against a creature or item within reach. On a successful hit, the target becomes cursed so that it is vulnerable to all damage. If the target is a creature, it can attempt a CON save against your augment save DC (see **Augment Effects**) each time it takes a new instance of damage, ending the curse on a success. Once you use this feature, you must finish a long rest before you can use it again.\n**Mend the Broken**. As an action, you touch a creature or item and cause it to magically regain a number of hit points equal to 5 × your mechanist level. This effect also repairs any catastrophic damage suffered by the target, such as lost limbs, missing parts, or other harm that would ordinarily be irreparable. If the item doesn’t have a hit point total, your touch restores it to working order as best it can with the pieces available. This feature can’t restore expended charges on magic items or restore magical properties to nonmagical items that were once magical. 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": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_engineers-insight", "name": "Engineer's Insight", "desc": "As long as you have at least 1 minute of uninterrupted focus on a task, when you make an ability check, treat any d20 roll of 9 or lower as though you rolled a 10.\n\nNormal activity like moving doesn’t interrupt focus, but attacking, taking damage, or participating in anything that requires initiative order does interrupt focus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_ranged-augment", "name": "Ranged Augment", "desc": "You can now use your Rapid Augment feature on items you can see within 60 feet of you. (You no longer need to touch them.)\n\nIn addition, if an effect from your Augment feature would typically require you to touch the item to activate its properties, you no longer need to do so as long as the item is within 60 feet of you. You don’t need to see the item to activate its properties in this way.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_always-prepared", "name": "Always Prepared", "desc": "When you would take damage from an attack, you can use a reaction to take the Use an Object action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_perfect-creation", "name": "Perfect Creation", "desc": "Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**. Your bonus to ability checks is now 1d10 (instead of 1d8).\n\n**Transform**. You can now transform the shard into any item— including structures and vehicles—of Huge size or smaller. You are no longer bound by any cost restrictions when choosing a form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the mechanist’s path grants you a powerful new ability. You gain the following epic boon:\n\n- **Creative Engine**. You gain a +1 bonus to your saves for each effect from your Augment feature currently active on items within 60 feet of you. If you fail a save while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to succeed on the save instead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_mechanist_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": "bfrd_mechanist_augment-effects-known", "name": "Augment Effects Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "7" }, { "level": 14, "column_value": "7" }, { "level": 15, "column_value": "8" }, { "level": 16, "column_value": "8" }, { "level": 17, "column_value": "8" }, { "level": 18, "column_value": "9" }, { "level": 19, "column_value": "9" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "9" }, { "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": "bfrd_mechanist_augmented-items", "name": "Augment Effects Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "7" }, { "level": 18, "column_value": "7" }, { "level": 19, "column_value": "7" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "7" }, { "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": "5" } ] }, { "key": "bfrd_mechanist_equipment", "name": "Starting Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\n\n- **(a)** a martial weapon and a shield or **(b)** two simple weapons\n- Light crossbow and 20 bolts\n- **(a)** scale mail or **(b)** leather armor\n- Tinker tools and a dungeoneer’s pack", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_mechanist_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields\n\n**Weapons:** Simple weapons, martial weapons\n\n**Tools:** Tinker tools and two additional tools your choice\n\n**Saving Throws:** CON, INT\n\n**Skills:** Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_mechanist_augmentation-effects", "name": "Augmentation Effects", "desc": "This section lists the effects available for mechanists to learn and use with their Augment feature. Each option lists the type of item required for the effect to function and provides a description of how the effect works. Any effects that require an action to activate their properties can be activated with the Use an Object action.\n\nSome effects require you to make an attack roll or require your target to make a save. The attack bonus and save DC for these is calculated as follows:\n\n**Augment save DC** = 8 + your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n**Augment attack modifier** = your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n### Adhesive\n\n*Item Requirement: Large or Smaller Equipment or Object that Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to stick to surfaces. While the item is within 30 feet of you, you can use an action to speak a command word and affix the item to a solid surface it is touching. The chosen surface can’t be part of a creature.\n\nWhile affixed, the item can support up to 1,000 pounds of weight. If additional weight is added, the item detaches from the surface (falling or moving as appropriate).\n\nA creature can spend an action to attempt to remove the affixed item with a STR (Athletics) check. The DC for this check equals 8 + your PB + your INT modifier. If a creature succeeds on this check, the item detaches from the surface.\n\nIf the item isn’t forcefully detached, it remains attached for 24 hours or until you use an action to detach it. If the item is detached by any means, its adhesive properties can’t be activated again until you finish a long rest.\n\n### Collapsible\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to become smaller. While you touch the item, you can use an action to reduce its size. When you do so, the target is halved in all dimensions, its weight is reduced to 1/8 of normal, and it decreases its size category by one, such as from Medium to Small. The target’s size can’t be reduced further by multiple uses of this feature. As an action, you can touch the target and cause it to return to its original size.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items that meet the other requirements.\n\n### Detecting\n\n*Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment or Object with a Transparent Surface*\n\nYou imbue an item with magical capabilities to enhance perception. While you touch the item, you can use an action to activate one of the listed effects. You must equip, wear, or actively look through the augmented item to gain the benefit of the chosen effect:\n\n- **Darkvision**. You gain darkvision out to a range of 30 feet.\n- **Invisi-Vision**. You can see invisible creatures and items as if they were visible. You are also aware of any creatures within 30 feet of you or if any creatures come within 30 feet of you, regardless of lighting conditions.\n- **Magic Vision**. You gain the benefits of the detect magic spell within 30 feet of you.\n- **X-Ray Vision**. You gain the ability to see through solid material within 30 feet of you. To you, solid items within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block your vision, as does a thin sheet of lead.\n\nWhile the augmented item is activated, you can use an action to deactivate it or switch the type of vision the item bestows. You can keep the item activated for up to 1 minute, all at once or in several shorter spans, each one using a minimum of 6 seconds (1 round) from the duration. The effect fully recharges when you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the range of all vision effects increases to 60 feet.\n\n### Empowered\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with offensive power. The weapon gains a +1 bonus to attack and damage rolls. If it wasn’t already magical, it is now. If it was already magical, this bonus stacks with any existing bonuses.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the attack and damage bonus increases to +2. At 15th level, it becomes +3.\n\n### Illusive\n\n*Item Requirement: Large or Smaller Item*\n\nYou imbue an item with the ability to mask its true appearance. While you touch the target, you can use an action to cause the item to appear as a different item of the same size and general composition. You can’t use this feature to change a target’s overall nature. For instance, a vehicle must always appear as another kind of vehicle, and equipment must appear as some other kind of equipment. Otherwise, the extent of the illusion is up to you.\n\nThe change in appearance doesn't hold up to physical inspection. For example, if you use this effect to make a sharpened sword seem dull, anyone who touched the blade would be harmed as if they touched a fine-edged blade.\n\nTo discern whether an item is disguised, a creature can use its action to inspect the item and must succeed on an INT (Investigation) check against your augment save DC.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items.\n\n### Loading\n\n*Item Requirement: Weapon with the Ammunition Property*\n\nYou imbue an item with the ability to conjure magic ammunition. When you wield the weapon, an appropriate piece of ammunition magically appears in place as you attack. Any damage dealt by this ammunition is considered magical.\n\nIf you use this effect on a weapon with the Loading property, you don’t need to spend any time reloading the weapon.\n\n### Phosphorescent\n\n*Item Requirement: Small or Smaller Item that Can Be Worn or Held*\n\nYou imbue an item with the ability to glow. While the item is on your person, you can use an action to cause the item to emit bright light in a 20-foot radius and dim light for an additional 20 feet. When you first activate the item, you can choose whether this light shines normally or whether it can only be seen by a number of creatures of your choice within 30 feet of you. The maximum number of creatures you can include equals your INT modifier. The light can be any color you choose\n\nYou can cause the item to stop emitting light at any time (no action required).\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the radius increases to bright light in a 30-foot radius and dim light for an additional 30 feet. You can choose for the bright light to be sunlight.\n\n### Propulsive\n\n*Item Requirement: Armor (not Shields) or Small or Smaller Object that Can Be Worn*\n\nYou imbue an item with the ability to increase the wearer’s speed. While wearing the augmented item, your base movement speed is increased by 5 feet.\n\nIn addition, while you wear the item, you can use an action to move vertically up to 10 feet and remain suspended there for up to 1 minute. You can repeat this action on subsequent turns, rising up to an additional 10 feet each time you do so.\n\nWhile suspended, you can move only by pushing or pulling against a fixed item or surface within reach (such as a wall or ceiling), which allows you to move as if you were climbing. When this effect ends or you choose to end it (no action required), you float gently to the ground if you are still aloft, and you can’t activate this Augment effect again until you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the movement speed bonus increases to 10 feet. At 15th level, it becomes 20 feet.\n\n### Protean\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with the ability to change its damage type. When you successfully deal damage with the augmented weapon, you can replace the weapon’s damage type with another type of your choice. Damage altered in this way is always considered magical for purposes of overcoming resistances and immunities.\n\nYou can use this augment effect a number of times equal to your PB and regain all expended uses when you finish a long rest.\n\n### Reactive\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to detect specific triggers and react in one of several ways. While you touch the item, you can use an action to set or change the item’s trigger and reaction.\n\nYou can set the item to trigger when a creature you specify comes within 30 feet of it. This can be a specific creature you have met, such as “Jon the messenger,” a general visual description, such as “anyone wearing a city watch uniform,” or a creature type, such as “Celestials.” Your GM has final say on what is reasonable for a trigger.\n\nWhen triggered, you instantly become mentally aware that the item has been triggered, and the item can react in one of the following ways. At your GM’s discretion, an item might be able to react in other comparable ways:\n\n**Recording**. The item begins to record everything it can “see” and “hear” within 60 feet of it for the next hour, perceiving as a creature with typical vision or hearing could. After 1 hour, the item ceases to record new information and stores the recording until the item is no longer augmented or until you use an action to set a new trigger or reaction. While a recording is stored, you or any creature of your choosing can touch the item to mentally see and hear anything contained in the recording.\n\n**Sound**. The item emits a sound for up to 1 minute that can be heard to a range of 60 feet (you choose quality and range), such as the sound of ringing bells or a set of bird calls. Alternatively, you can cause it to emit a pre- determined message of 25 words or less in your own voice.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the item can react when a specified creature comes within 60 feet of it.\n\n### Reinforced\n\n*Item Requirement: Item with Hit Points*\n\nYou fortify an item. The target’s hit points and hit point maximum increase by an amount equal to 5 × your mechanist level. If the item is destroyed while this effect is active, the effect ends\n\n### Returning\n\n*Target: Equipment or Object that Can Fit in the Hand and Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to return to your hand. While the augmented item is within 60 feet, you can cause it to instantly teleport into your hand (no action required). You must have at least one hand free for this ability to function.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect an item up to 120 feet away from you. At 15th level, you can affect an item anywhere on the same plane as you.\n\n### Repellant\n\n*Item Requirement: Shield*\n\nYou imbue an item with the ability to repel attackers. When a Large or smaller creature hits you with a melee attack, you can use your reaction to force the target to make a STR save against your augment save DC. On a failure, the creature is pushed 15 feet away from you. If the creature encounters a solid surface (like a wall) before moving the full amount, it takes 1d6 bludgeoning for each 10-foot increment it moved.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, a target that fails its save is pushed 30 feet away from you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Mechanist level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per mechanist 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": "Constitution" }, { "name": "Intelligence" } ], "subclass_of": null, "name": "Mechanist", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "a5e_marshal", "features": [ { "key": "a5e_marshal_proficiency-bonus", "name": "Proficiency Bonus", "desc": "", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [ { "level": 1, "detail": null } ], "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": "a5e_marshal_commanding-presence-range", "name": "Commanding Presence", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "10 feet" }, { "level": 10, "column_value": "30 feet" }, { "level": 11, "column_value": "30 feet" }, { "level": 12, "column_value": "30 feet" }, { "level": 13, "column_value": "30 feet" }, { "level": 14, "column_value": "10 feet" }, { "level": 15, "column_value": "45 feet" }, { "level": 16, "column_value": "45 feet" }, { "level": 17, "column_value": "45 feet" }, { "level": 18, "column_value": "45 feet" }, { "level": 19, "column_value": "45 feet" }, { "level": 2, "column_value": "10 feet" }, { "level": 20, "column_value": "60 feet" }, { "level": 3, "column_value": "10 feet" }, { "level": 4, "column_value": "10 feet" }, { "level": 5, "column_value": "20 feet" }, { "level": 6, "column_value": "20 feet" }, { "level": 7, "column_value": "20 feet" }, { "level": 8, "column_value": "20 feet" }, { "level": 9, "column_value": "20 feet" } ] }, { "key": "a5e_marshal_follower-count", "name": "Followers", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "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": "4" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "1" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "1" }, { "level": 9, "column_value": "1" } ] }, { "key": "a5e_marshal_maneuvers-known", "name": "Maneuvers Known", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "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": "a5e_marshal_maneuver-degree", "name": "Maneuver Degree", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "3rd" }, { "level": 11, "column_value": "3rd" }, { "level": 12, "column_value": "4th" }, { "level": 13, "column_value": "4th" }, { "level": 14, "column_value": "4th" }, { "level": 15, "column_value": "4th" }, { "level": 16, "column_value": "5th" }, { "level": 17, "column_value": "5th" }, { "level": 18, "column_value": "5th" }, { "level": 19, "column_value": "5th" }, { "level": 2, "column_value": "1st" }, { "level": 20, "column_value": "5th" }, { "level": 3, "column_value": "1st" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "2nd" }, { "level": 6, "column_value": "2nd" }, { "level": 7, "column_value": "2nd" }, { "level": 8, "column_value": "3rd" }, { "level": 9, "column_value": "3rd" } ] }, { "key": "a5e_marshal_lessons-known", "name": "Lessons Known", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "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": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 2, "column_value": "1" }, { "level": 20, "column_value": "5" }, { "level": 3, "column_value": "1" }, { "level": 4, "column_value": "1" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "a5e_marshal_ability-score-improvement", "name": "Ability Score Improvement", "desc": "At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1, to a maximum of 20.", "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 }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, heavy armor, shields\n**Weapons:** Simple weapons, martial weapons\n**Tools:** None\n**Saving Throws:** Wisdom, Charisma\n**Skills:** Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_starting-equipment", "name": "Equipment", "desc": "You begin the game with 200 gp. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.\n\n- **Skirmisher’s Set (Cost 193 gp):** 6 javelins, longsword, hauberk, light shield, explorer's pack\n- **Soldier's Set (Cost 111 gp):** Battleaxe, scimitar, 2 spears,longbow and quiver with 20 arrows, padded leather, dungeoneer's pack", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-presence", "name": "Commanding Presence", "desc": "Starting at 1st level, you have a Commanding Presence that extends from you in a 10-foot radius.\n\nWhen you take the Attack action, you can forgo making one attack to allow a creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.\n\nThe radius of your Commanding Presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rallying-surge", "name": "Rallying Surge", "desc": "Also starting at 1st level, you can use a bonus action to choose a creature within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again\n\nYou can target two creatures simultaneously with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-maneuvers", "name": "Combat Maneuvers", "desc": "At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.\n\nYou gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.\n\nAdditionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war", "name": "Lessons of War", "desc": "Also at 2nd level, you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-archetype", "name": "Marshal Archetype", "desc": "At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_mark-foe", "name": "Mark Foe", "desc": "Also at 3rd level, you can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-directives", "name": "Combat Directives", "desc": "Starting at 5th level, you learn one combat maneuver from the Sanguine Knot tradition. The degree of this maneuver can't be higher than the highest-degree maneuver you can learn. This combat maneuver does not count against the number of combat maneuvers that you know.\n\nIn addition, when a creature makes an attack granted by your Commanding Presence, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it can't benefit from Combat Directives again until it finishes a rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_extra-attack", "name": "Extra Attack", "desc": "Starting at 5th level, when you take the Attack action on your turn, you can attack twice instead of once. At 11th level, you can attack three times instead of once.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "two attacks" }, { "level": 11, "detail": "three attacks" } ], "data_for_class_table": [] }, { "key": "a5e_marshal_followers", "name": "Followers", "desc": "At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower, or one of your followers becomes more experienced. If one of your followers dies, after 1 month you receive word that their replacement is ready to join you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_call-to-arms", "name": "Call to Arms", "desc": "Beginning at 6th level, when you roll initiative, you and each creature you choose within your Commanding Presence gains anexpertise die to their initiative roll.\n\nAdditionally, when you roll for initiative, you can switch your result with that of any ally you can see.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-renown", "name": "Marshal Renown", "desc": "At 6th level, you add half your proficiency bonus to your Prestige rating.\n\nIn addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement, people treat you accordingly. At the Narrator's discretion, there may be settlements (such as an enemy's war camp) where you can't utilize this feature. Choose one of the following:\n\n## Famous\nWhen you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make\n\n## Infamous\nWhen you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local, they rapidly tell you whatever details they think you might want to know. In addition, you gain an expertise die on Intimidation checks.\n\n## Maverick\nWhen you arrive in a settlement, after you reveal who you are, the local watch starts keeping an eye on you. Heads of illegal organizations might introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you're up to no good and are quick to leave their posts to follow you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_versatile-exploration", "name": "Versatile Exploration", "desc": "Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_spur-ally", "name": "Spur Ally", "desc": "Beginning at 9th level, once per long rest, when a creature you can see that can hear or see you fails an ability check or saving throw, you can use your reaction to allow them to reroll the triggering ability check or saving throw.\n\nStarting at 13th level, you regain use of this feature after finishing a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_expanded-directives", "name": "Expanded Directives", "desc": "Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.\n\nAt 15th level, choose a second tradition that you know combat maneuvers from.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rouse-the-troops", "name": "Rouse the Troops", "desc": "Also starting at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each creature of your choice that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest. In addition, each creature spends at least one Hit Die in this way can remove one level of fatigue or strife it is currently suffering. Once a creature has removed a level of fatigue or strife in this way, it can't do so again until it finishes a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-demeanor", "name": "Commanding Demeanor", "desc": "Starting at 12th level, the lessons you've learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:\n\n## Calm\nWhen you first meet an NPC, you can choose to remain silent and communicate through nonverbal cues. So long as the NPC has a CR lower than your level, you remain silent for 1 minute, and the NPC stays within sight of you for the duration, they act as if you succeeded on an Intimidation check.\n\nIn addition, you gain an expertise die on Insight checks.\n\n## Resolute\nWhenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.\n\n## Responsive\nWhen you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don't. In addition, you gain an expertise die on Persuasion checks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_dauntless", "name": "Dauntless", "desc": "Starting at 13th level, you and creatures you choose have advantage on saving throws against the charmed or frightened conditions while within your Commanding Presence.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_stronghold", "name": "Stronghold", "desc": "Also at 13th level, you gain an average, grade 4 stronghold (castle, house, or training hall). Unlike normal strongholds, you can't sell this stronghold", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_advantageous-action", "name": "Advantageous Action", "desc": "Starting at 14th level, you can use the Help action as a bonus action. In addition, when you take the Help action, choose one of the following effects:\n\n- One frightened creature within 30 feet that can hear or see you is no longer frightened.\n- One creature within 5 feet gains temporary hit points equal to your Charisma modifier (minimum 1).\n- You touch a living creature that has 0 hit points. The creature regains 1 hit point.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_greater-stronghold", "name": "Greater Stronghold", "desc": "At 16th level, your stronghold is upgraded to grade 5.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 16, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_critical-weakness", "name": "Critical Weakness", "desc": "Beginning at 17th level, you can focus your mind to identify any enemy's weaknesses. Once per rest, you can use a bonus action to choose one creature you can see within 60 feet and expose a flaw in its defenses. Until the end of your next turn, any creature that can hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_impresive-reputation", "name": "Impressive Reputation", "desc": "Starting at 18th level, you choose one of the following:\n\n## Hero\nNobles and royalty treat you as an equal, granting you free food, lodging, and a place in their court for a number of days up to your marshal level.\n\n## Iconoclast\nWhenever you arrive in a settlement, you are visited by 1d4+1 bards, scholars, and sages who ask you to recount your recent exploits. In exchange, they each either share a piece of information they think might be relevant to your current quest or make an Intelligence, Wisdom, or Charisma check (with a +5 bonus) to answer a specific question on your behalf.\n\n## Slaughterer\nBandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_legendary-commander", "name": "Legendary Commander", "desc": "At 20th level, creatures within your Commanding Presence add your Charisma modifier (minimum 1) to saving throws. Additionally, choose one of the following:\n\n## Commander's Expertise\nWhenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.\n\n## Feedback Loop\nWhenever a creature uses your Commanding Presence and successfully hits a target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.\n\n## Rapid Deployment\nAfter initiative is rolled and until combat ends, your Speed increases by 20 feet, and creatures you choose that can see or hear you increase their Speed by 20 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_supreme-stronghold", "name": "Supreme Stronghold", "desc": "Also at 20th level, your stronghold is upgraded to grade 6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war-list", "name": "Lessons of War", "desc": "When you gain access to a new lesson of war, choose one of the following.\n\n### Exacting\nYou gain proficiency with navigator's tools, or if you're already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator's tools check to travel an additional number of miles equal to your proficiency bonus.\n\n### Keep Walking\nOnce between long rests, you can choose a number of allies equal to twice your proficiency bonus who can hear or see you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.\n\n### Lay of the Land\nBy spending 10 minutes observing the area in a 2-mile radius, you can spend 2 exertion points to pick out where there are choke points, large swaths of cover, watercourses, vegetation that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, as well as on checks made to prepare an ambush or realize you are being ambushed.\n\n### Rewarding Repute\nWhenever you visit a settlement, the commoners there tell you all the valuable information they can about their home, including the history of nearby ruins, the general features of the immediate wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.\n\n### Soldier Kitting\nYou and a number of creatures equal to your proficiency bonus can carry one additional bulky item.\n\n### Team Tactics\nWhen more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.\n\n### Teamwork\nWhen you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you can't do so again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Marshal level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per marshal level after 1st" }, "document": { "name": "Adventurer's Guide", "key": "a5e-ag", "type": "SOURCE", "display_name": "Adventurer's Guide", "publisher": { "name": "EN Publishing", "key": "en-publishing" }, "gamesystem": { "name": "Advanced 5th Edition", "key": "a5e" }, "permalink": "https://a5esrd.com/a5esrd" }, "saving_throws": [ { "name": "Constitution" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Marshal", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_vanguard-marshal", "features": [ { "key": "bfrd_vanguard-marshal_inspiring-leadership", "name": "Inspiring Leadership", "desc": "When you use your Stratagems feature, you can choose one friendly creature that can see and hear you. That creature has advantage on the next attack roll it makes before the end of its next turn.\n\nThe number of creatures you can affect with this ability increases as you gain levels in the vanguard class. You can choose up to two creatures when you reach 7th level, three at 11th level, and four at 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": "1 target" }, { "level": 7, "detail": "2 targets" }, { "level": 11, "detail": "3 targets" }, { "level": 15, "detail": "4 targets" } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_war-banner", "name": "War Banner", "desc": "You gain the following War Banner option.\n\n**War Banner: Banner of Coordination.** You create a banner that helps allies coordinate their strikes. A friendly creature that starts its turn within the banner's range gains a +1 bonus to attack rolls for each other friendly creature currently within the banner's range, up to your PB, until the start of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_generals-gambit", "name": "General's Gambit", "desc": "When you or a friendly creature that you can see within 30 feet of you fails an ability check, attack roll, or save, you can expend and roll one of your vanguard Hit Dice. Add the number rolled to the check result, potentially turning a failure into a success.\n\nYou can use this feature to modify multiple checks on the same round, but you can't use this feature to modify the same check more than once.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_comrade-in-arms", "name": "Comrade in Arms", "desc": "Whenever you use your Inspiring Leadership feature to give at least one friendly creature advantage, you can also grant yourself advantage on the next attack roll you make before the end of that turn.\n\nIn addition, when a creature hits with an attack that has advantage from your Inspiring Leadership, the attack deals additional damage of the attack's type equal to your PB + your CHA modifier (minimum of 2).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_battlefield-vigor", "name": "Battlefield Vigor", "desc": "You are the paragon of resilience on the battlefield. When you start your turn below half your hit point maximum but have at least 1 HP, you regain hit points equal to your PB + your CON modifier (minimum of 2).", "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": "Vanguard", "key": "bfrd_vanguard" }, "name": "Marshal", "desc": "Marshals are considered by some to be the ultimate vanguards. They hone their martial and leadership skills to become beacons of authority on the battlefield that inspire undying loyalty in those they command. Those that chose this path inevitably leave their mark on history as knights of legend, ruthless conquerors, or brilliant generals.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_life-domain", "features": [ { "key": "srd-2024_cleric_life-domain_blessed-healer", "name": "Blessed Healer", "desc": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_life-domain-spells", "name": "Life Domain Spells", "desc": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_preserve-life", "name": "Preserve Life", "desc": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_supreme-healing", "name": "Supreme Healing", "desc": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Cleric", "key": "srd-2024_cleric" }, "name": "Life Domain", "desc": "*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_life-domain", "features": [ { "key": "srd_life-domain_blessed-healer", "name": "Blessed Healer", "desc": "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_channel-divinity-preserve-life", "name": "Channel Divinity: Preserve Life", "desc": "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. 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": "srd_life-domain_life-domain-spells-table", "name": "Life Domain Spells (table)", "desc": "Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_supreme-healing", "name": "Supreme Healing", "desc": "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Cleric", "key": "srd_cleric" }, "name": "Life Domain", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_life-domain", "features": [ { "key": "bfrd_cleric-life-domain_channel-divinity-preserve-life", "name": "Channel Divinity: Preserve Life", "desc": "You gain the following Channel Divinity option.\n\n**Channel Divinity: Preserve Life.** As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your cleric level.\n\nChoose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.\n\nThis healing has no effect on Undead or Constructs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's circle.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_life-domain-spells", "name": "Life Domain Spells", "desc": "You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Cleric Subclass class feature for how these spells work.\n\n|Cleric Level|Spells|\n|---|---|\n|3rd|bless, cure wounds, gentle repose, restoration|\n|5th|mass healing word, revivify|\n|7th|death ward, guardian of faith|\n|9th|greater restoration, mass cure wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_blessed-healer", "name": "Blessed Healer", "desc": "Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's circle.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_greater-preservation", "name": "Greater Preservation", "desc": "The Preserve Life effect of your Channel Divinity feature can now affect any creatures within 60 feet of you. In addition, when you use Preserve Life, one target of your choice can also receive one of the following benefits:\n- Cure all diseases affecting the target.\n- End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned.\n- Neutralize all poisons affecting the target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_perfect-healing", "name": "Perfect Healing", "desc": "When you cast a Divine spell of 1st circle or higher that restores hit points, you automatically restore the maximum possible number of hit points. For example, if a cure wounds spell heals 1d8 + 3 hit points, rather than rolling, the target heals 11 hit points.", "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": "Cleric", "key": "bfrd_cleric" }, "name": "Life Domain", "desc": "Gods of the Life domain celebrate natural cycles of life and death, exemplifying health and vitality. Devotees of this domain are encouraged to heal the wounded, care for the sick, and oppose the perversion of undeath.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_legionary", "features": [ { "key": "toh_legionary_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Insight, Nature, or Survival skill (your choice).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_cooperative-strike", "name": "Cooperative Strike", "desc": "Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_coordinated-fighting", "name": "Coordinated Fighting", "desc": "Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_massed-fighting", "name": "Massed Fighting", "desc": "Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.\n In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_move-as-one", "name": "Move As One", "desc": "At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_tactical-positioning", "name": "Tactical Positioning", "desc": "At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_vigilance", "name": "Vigilance", "desc": "At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn't provoke opportunity attacks.", "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": "Fighter", "key": "srd_fighter" }, "name": "Legionary", "desc": "A legionary follows the techniques of close-quarters combat developed by soldiers fighting shoulder to shoulder with their allies. This style of fighting spread far and wide, finding an honored place among the armies and mercenary companies of other races. True legionaries scoff at the image of the storybook hero standing alone against impossible odds, knowing together they can face any danger and emerge victorious.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hunter-in-darkness", "features": [ { "key": "toh_hunter-in-darkness_avatar-of-death", "name": "Avatar of Death", "desc": "Starting at 14th level, if you reduce a target to 0 hp with a weapon attack, you can use a bonus action to force each ally of the target within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Hunter in Darkness 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**Hunters in Darkness Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|------------------------------------| \n| 1st | *bloodhound*, *hunter's endurance* | \n| 2nd | *instant snare*, *mark prey* | \n| 3rd | *clairvoyance*, *nondetection* | \n| 4th | *harry*, *heart-seeking arrow* | \n| 5th | *killing fields*, *legend lore* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_savage-hunter", "name": "Savage Hunter", "desc": "Starting at 1st level, when you reduce a hostile creature to 0 hp, its nearest ally within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_step-into-shadow", "name": "Step Into Shadow", "desc": "Beginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear in an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. 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": [] }, { "key": "toh_hunter-in-darkness_strike-from-the-dark", "name": "Strike from the Dark", "desc": "Beginning at 10th level, your patron's constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute or until it takes any damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_the-hunter-in-darkness-and-your-pact-boons", "name": "The Hunter in Darkness 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.*** Your familiar is a hunting hound made of shadow, and it uses the statistics of a wolf.\n\n***Pact of the Blade.*** Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon.\n\n***Pact of the Tome.*** Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the type of creature that left the tracks (such as a winter wolf), though not the creature's name or specific appearance (such as Frosttooth, the one-eyed leader of a notorious pack of winter wolves that terrorizes the area).", "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": "Hunter in Darkness", "desc": "The Hunter in Darkness is an entity that sees all creatures as prey and enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear further than the Hunter can by itself.\n Though your patron isn't mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a “kill or be killed” attitude.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_hunter", "features": [ { "key": "srd-2024_ranger_hunter_defensive-tactics", "name": "Defensive Tactics", "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_hunters-lore", "name": "Hunter's Lore", "desc": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_hunters-prey", "name": "Hunter's Prey", "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_superior-hunters-defense", "name": "Superior Hunter's Defense", "desc": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_superior-hunters-prey", "name": "Superior Hunter's Prey", "desc": "Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "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": "Ranger", "key": "srd-2024_ranger" }, "name": "Hunter", "desc": "*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_hunter", "features": [ { "key": "srd_hunter_defensive-tactics", "name": "Defensive Tactics", "desc": "At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_hunters-prey", "name": "Hunter's Prey", "desc": "At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_multiattack", "name": "Multiattack", "desc": "At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_superior-hunters-defense", "name": "Superior Hunter's Defense", "desc": "At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** 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": 15, "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": "Ranger", "key": "srd_ranger" }, "name": "Hunter", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_hunter", "features": [ { "key": "bfrd_ranger-hunter_hunter-calling-spells", "name": "Hunter Calling Spells", "desc": "You gain calling spells at the ranger levels listed in the Hunter Calling Spells table. See the Ranger Subclass class feature for how these spells work.\n\n|Ranger Level|Spells|\n|---|---|\n|3rd|protection from evil and good|\n|5th|misty step|\n|9th|nondetection|\n|13th|banishment|\n|17th|greater hold|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_killer-instinct", "name": "Killer Instinct", "desc": "As a bonus action, choose a creature within 60 feet of you that you can see. You immediately learn the creature's immunities, resistances, and vulnerabilities, or you learn if it has none. This feature doesn't function if the target is magically concealed by a nondetection spell or similar effect that counters divination magic.\n\nYou can use this feature a number of times equal to your PB and regain all uses of it 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_ranger-hunter_relentless-pursuit", "name": "Relentless Pursuit", "desc": "Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_favored-foe", "name": "Favored Foe", "desc": "As part of a long rest, you can spend time reviewing your research and preparing to face a specific type of monster. Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. For 24 hours, creatures of that type have disadvantage on attack rolls against you. You also have advantage on saves against being charmed, frightened, or possessed by them.\n\nAt the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_no-escape", "name": "No Escape", "desc": "When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon's reach of the target, you can immediately make an opportunity attack as part of the same reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_predators-shield", "name": "Predator's Shield", "desc": "When you take damage from a creature you can see, you can use your reaction to supernaturally ward yourself against that creature for a short time. You have resistance to all damage dealt by the target for 1 minute, including resistance to the damage dealt by the triggering attack. This effect ends early if you become incapacitated.\n\nOnce used, this feature can't be used 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": "Ranger", "key": "bfrd_ranger" }, "name": "Hunter", "desc": "Rangers who heed the calling of the Hunter are no mere trappers or furriers. They are the last line of defense between the natural and the supernatural world. Hunters seek, stalk, and slay monstrous predators like outsiders, fiends, and undead who devastate populations with their malign magic.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hunt-domain", "features": [ { "key": "toh_hunt-domain_blessing-of-the-hunter", "name": "Blessing of the Hunter", "desc": "At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "At 1st level, you gain proficiency with martial weapons.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_channel-divinity-heart-strike", "name": "Channel Divinity: Heart Strike", "desc": "Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_deadly-stalker", "name": "Deadly Stalker", "desc": "At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. 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": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. 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_hunt-domain_hunt-domain-spells", "name": "Hunt Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|----------------------------------------|\r\n| 1st | *bloodbound*, *illuminate spoor* |\r\n| 3rd | *instant snare*, *mark prey* |\r\n| 5th | *going in circles*, *tracer* |\r\n| 7th | *heart-seeking arrow*, *hunting stand* |\r\n| 9th | *harrying hounds*, *maim* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_pack-hunter", "name": "Pack Hunter", "desc": "Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.", "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": "Cleric", "key": "srd_cleric" }, "name": "Hunt Domain", "desc": "Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can't be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.\n Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hungering", "features": [ { "key": "toh_hungering_feast-of-arcana", "name": "Feast of Arcana", "desc": "Starting at 6th level, when you reduce one or more hostile creatures to 0 hit points with one spell of 1st level or higher, you regain 1 spent sorcery point.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_glutton-for-punishment", "name": "Glutton for Punishment", "desc": "Starting at 14th level, you can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_greedy-heart", "name": "Greedy Heart", "desc": "At 18th level, when you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can't reduce the cost below 1).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_hungry-eyes", "name": "Hungry Eyes", "desc": "At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn't undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_thirsty-soul", "name": "Thirsty Soul", "desc": "Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.", "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": "Hungering", "desc": "Your innate magic comes from a deep, primal source of hunger and craving. Perhaps your line was cursed for its greed by a god of plenty or generosity. Perhaps one of your forebears was marked by the hungering undead. Sorcerers with this origin have an unyielding appetite for arcana and go to nearly any length to satiate their desire to increase their magical power.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_haunted-warden", "features": [ { "key": "toh_haunted-warden_beyond-the-pale", "name": "Beyond the Pale", "desc": "Starting when you choose this archetype at 3rd level, you can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.\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": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_guardian-geist", "name": "Guardian Geist", "desc": "At 11th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.\n In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_haunted-warden-magic", "name": "Haunted Warden Magic", "desc": "You learn an additional spell when you reach certain levels in this class, as shown in the Haunted Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Haunted Warden Spells**\n| Ranger Level | Spells | \n|---------------|------------------------| \n| 3rd | *false life* | \n| 5th | *invisibility* | \n| 9th | *speak with dead* | \n| 13th | *death ward* | \n| 17th | *dispel evil and good* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_haunted-warden_merge-spirit", "name": "Merge Spirit", "desc": "Starting at 7th level, you can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit usher's Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher's damage resistances and damage immunities.\n Once you use this feature, you shouldn't use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_spirit-usher", "name": "Spirit Usher", "desc": "At 3rd level, you gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit's game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places.\n\nYou determine the spirit's appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.\n In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows. \n* Choose one of *chill touch*, *ray of frost*, *sacred flame*, or *vicious mockery*. Use your level when determining the damage of the chosen cantrip. \n* Choose one of *druidcraft*, *prestidigitation*, or *thaumaturgy*. \n* Choose one of *dancing lights*, *message*, or *minor illusion*.\nThe spirit is bonded to you. It can't be turned or destroyed, such as with the cleric's Turn Undead feature. When the spirit usher dies, it retreats to the Ethereal Plane to restore itself and returns to an unoccupied space within 5 feet of you when you finish a long rest. If the spirit usher died within the last hour, you can use your action to expend a spell slot of 1st level or higher to return it to life after 1 minute with all its hit points restored.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_true-psychopomp", "name": "True Psychopomp", "desc": "At 15th level, you can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.", "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": "Ranger", "key": "srd_ranger" }, "name": "Haunted Warden", "desc": "It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the warden's in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they can't come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_grove-warden", "features": [ { "key": "toh_grove-warden_forests-will", "name": "Forest's Will", "desc": "At 3rd level, you can magically draw on the living essence of the land to hamper your foes. As a bonus action, choose one creature you can see within 60 feet of you. Your next weapon attack against that creature has advantage. If that attack hits, the creature's speed is reduced by 10 feet until the start of your next turn. When you reach 11th level in this class, if that attack hits, the creature's speed is instead halved until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_grove-warden-magic", "name": "Grove Warden Magic", "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grove Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Grove Warden Spells**\n| Ranger Level | Spells | \n|---------------|-------------------------| \n| 3rd | *entangle* | \n| 5th | *branding smite* | \n| 9th | *speak with plants* | \n| 13th | *hallucinatory terrain* | \n| 17th | *animate objects* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_intruders-bane", "name": "Intruder's Bane", "desc": "At 7th level, you can command the land around you to come to your aid. As a bonus action, choose a point you can see on the ground within 60 feet. You cause the area within 15 feet of that point to undulate and warp. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failure, a creature is pushed up to 15 feet in a direction of your choice and knocked prone. 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": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_living-bulwark", "name": "Living Bulwark", "desc": "Starting at 15th level, the land around you comes to your aid when you are in danger, interposing rocks, branches, vines, roots, or even the ground itself between you and your foes. When a creature you can see targets you with an attack, you can use your reaction to roll a d8 and add it to your AC against the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_whispers-of-the-forest", "name": "Whispers of the Forest", "desc": "At 3rd level, when you use your Primeval Awareness feature while within a forest, you add humanoids to the list of creature types you can sense. When sensing humanoids, you know the general direction of the creatures, and you know if a humanoid is solitary, in a small group of up to 5 humanoids, or a pack of more than 5 humanoids.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_wrath-of-the-forest", "name": "Wrath of the Forest", "desc": "At 11th level, you can call on the land in your vicinity to strike at your enemies. When you take the Attack action, you can use a bonus action to make a rock, branch, root, or other small natural object attack a creature within 30 feet of you. You are proficient with the attack, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you add your Dexterity modifier to the attack and damage rolls. The damage is of a type appropriate to the object, such as piercing for a thorny branch or bludgeoning for a rock, and the damage die is a d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "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": "Ranger", "key": "srd_ranger" }, "name": "Grove Warden", "desc": "Fiercely protective of their territory, alseid herds form close bonds with their home forests. In return for their diligent protection, the forests offer their blessings to dedicated alseid rangers. In recent years, woodsy adventurers of other races who have earned the forests' trust also received this blessing, though their numbers are scant. These Grove Wardens can tap into the living magic of ancient forests. Your senses travel through the plants and earth of the woods, and the very land rises up to strike down your enemies.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_gravebinding", "features": [ { "key": "toh_gravebinding_disruptive-touch", "name": "Disruptive Touch", "desc": "Beginning at 10th level, when an undead creature takes damage from a 1st-level or higher spell you cast, it takes an extra 4d6 radiant damage. Undead creatures you kill using this feature are destroyed in a puff of golden motes.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_gravebinder-lore", "name": "Gravebinder Lore", "desc": "At 2nd level, you can use an action to inscribe a small rune on a corpse. While this rune remains, the corpse can't become undead. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\n In addition, you have proficiency in the Religion skill if you don't already have it, and you have advantage on Intelligence (Religion) checks made to recall lore about deities of death, burial practices, and the afterlife.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_hunter-of-the-dead", "name": "Hunter of the Dead", "desc": "Starting at 2nd level, you gain access to spells passed down by generations of gravebinders. The *heart to heart* (2nd), *dead walking* (3rd), *gird the spirit* (3rd), *life from death* (5th), and *lay to rest* (9th) spells are wizard spells for you, and you add them to your spellbook at the indicated wizard levels (see the Magic and Spells chapter for details on these spells). Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.\n Also at 2nd level, you can use your action and expend one wizard 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 undead are present within 1 mile of you. You know the general direction of the undead creatures, though not their exact locations or numbers, and you know the direction of the most powerful undead within range.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_radiant-nimbus", "name": "Radiant Nimbus", "desc": "At 14th level, you can use your action to envelope yourself in a shroud of golden flames for 1 minute. While enveloped, you gain the following benefits: \n* When you summon the flames and as an action on each of your turns while the flames are active, you can frighten undead within 30 feet of you. Each undead creature in the area must succeed on a Wisdom saving throw or be frightened of you until the flames fade or until it takes damage. An undead creature with sunlight sensitivity (or hypersensitivity, in the case of vampires) also takes 4d6 radiant damage if it fails the saving throw. \n* You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \n* When an undead creature hits you with a melee weapon attack, it takes 2d10 radiant 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_restriction-the-dead-must-rest", "name": "Restriction: The Dead Must Rest", "desc": "When you choose this wizard arcane tradition, you can no longer cast spells that animate, conjure, or create undead, and, if any such spells are copied in your spellbook, they fade from the book within 24 hours, leaving blank pages where the spells were.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_gravebinding_ward-against-the-risen", "name": "Ward Against the Risen", "desc": "Starting at 6th level, when an undead creature you can see within 30 feet of you targets an ally with an attack or spell, you can use your reaction to hamper the attack or spell. The undead has disadvantage on its attack roll or your ally has advantage on its saving throw against the undead's spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). 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": "Gravebinding", "desc": "While most wizards who desire power over the dead focus their efforts on necromancy, there are other, rarer, paths one can choose. Gravebinders focus their efforts on safeguarding tombs and graveyards to ensure the dead remain at rest and the living remain safe from the dead. When undead rise to prey upon the living, a gravebinder hunts downs the abominations and returns them to their eternal slumber.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "a5e_gambling-general", "features": [ { "key": "a5e_gambling-general_daring-commander", "name": "Daring Commander", "desc": "At 3rd level when you select this archetype, choose one of the following:\n\n## Daring Assault\nWhile you are conscious, any ally within your Commanding Presence that makes an attack roll can choose to roll with a -5 penalty. If the attack hits, the attack deals an extra 2d6 damage. At 15th level, the amount of extra damage increases to 3d6.\n\n## Daring Charge\nWhile you are conscious, an ally that starts its turn within your Commanding Presence can use an action to move up to twice its Speed in a straight line and take the Attack action. Until the end of that ally's next turn, creatures they did not attack on their turn have advantage on attack rolls against them", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_gambling-general_defensive-measures", "name": "Defensive Measures", "desc": "At 7th level, choose one of the following.\n\n## Desperate Avoidance\nWhen you make a saving throw, you can choose to make the saving throw with advantage. If you do, you make attack rolls with disadvantage until the end of your next turn. Once you use this feature, you can't do so again until you finish a rest.\n\n## Frantic Avoidance\nWhen you would make a saving throw against an area effect, you can use your reaction to move up to half your Speed. If you end your movement outside the area, it has no effect on you. Once you use this feature, you can't do so again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_gambling-general_hold-the-line", "name": "Hold the Line", "desc": "At 11th level, choose one of the following.\n\n## Stand Firm\nWhile you are conscious, when an ally within your Commanding Presence would make a saving throw against an effect that deals half damage on a success, that ally can choose to make the saving throw with disadvantage. If they do and the saving throw succeeds, the ally takes no damage instead.\n\n## Stand Strong\nWhile you are conscious, when an ally within your Commanding Presence is hit by a melee weapon attack, they can use their reaction to make a melee weapon attack against the creature that attacked them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_gambling-general_risky-tactics", "name": "Risky Tactics", "desc": "At 15th level, choose one of the following.\n\n## Risky Gambit\nYou can use a bonus action to choose one willing creature within your Commanding Presence. The target immediately provokes an opportunity attack from one creature that can reach it. If the creature makes the opportunity attack,attack rolls against that creature are made with advantage until the start of your next turn.\n\n## Risky Foray\nWhen a creature starts its turn within your Commanding Presence, you can use your reaction to spur them into violent action. Until the start of its next turn, your ally gains an expertise die on melee weapon attacks, and creatures gain an expertise die on melee weapon attack rolls against it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_gambling-general_canny-adversary", "name": "Canny Adversary", "desc": "At 18th level, choose one of the following.\n\n## Feinting Retreat\nWhen you take the Disengage action, until the start of your next turn, whenever a creature you choose ends its movement within your Commanding Presence, it provokes an opportunity attack.\n\n## Lay the Trap\nWhile you are conscious, whenever a creature makes an attack roll against you and misses, you and one creature you choose have advantage on the next attack roll they make against the triggering creature before the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Adventurer's Guide", "key": "a5e-ag", "type": "SOURCE", "display_name": "Adventurer's Guide", "publisher": { "name": "EN Publishing", "key": "en-publishing" }, "gamesystem": { "name": "Advanced 5th Edition", "key": "a5e" }, "permalink": "https://a5esrd.com/a5esrd" }, "saving_throws": [], "subclass_of": { "name": "Marshal", "key": "a5e_marshal" }, "name": "Gambling General", "desc": "", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_fighter", "features": [ { "key": "srd-2024_fighter_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 Fighter levels 6, 8, 12, 14, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 6, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_action-surge", "name": "Action Surge", "desc": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.\n\nOnce you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "one use" }, { "level": 17, "detail": "two uses" } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_core-traits", "name": "Core Fighter Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength or Dexterity|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_fighter_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 Combat Prowess is recommended.", "crossreferences": { "to": [ { "anchor": "Boon of Combat Prowess", "url": "https://api-beta.open5e.com/v2/feats/srd-2024_boon-of-combat-prowess/" } ] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_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_fighter_fighter-subclass", "name": "Fighter Subclass", "desc": "You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_fighting-style", "name": "Fighting Style", "desc": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see \"Feats\"). Defense is recommended.\n\nWhenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.", "crossreferences": { "to": [ { "anchor": "Defense", "url": "https://api-beta.open5e.com/v2/feats/srd-2024_defense/" } ] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_indomitable", "name": "Indomitable", "desc": "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": "one use" }, { "level": 17, "detail": "three uses" }, { "level": 13, "detail": "two uses" } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_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_fighter_second-wind", "name": "Second Wind", "desc": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.\n\nYou can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhen you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_second-wind-uses", "name": "Second Wind", "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": "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": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_fighter_studied-attacks", "name": "Studdied Attacks", "desc": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-master", "name": "Tactical Master", "desc": "When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-mind", "name": "Tactical Mind", "desc": "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-shift", "name": "Tactical Shift", "desc": "Whenever you activate your Second Wind with a Bonus Action, you can 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_fighter_three-extra-attacks", "name": "Three Extra Attacks", "desc": "You can attack four times instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_two-extra-attacks", "name": "Two Extra Attacks", "desc": "You can attack three times instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_weapon-mastery-count", "name": "Weapon Mastery", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "3" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "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": 1, "column_value": "3" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter 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": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_fighter", "features": [ { "key": "srd_fighter_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 6, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_action-surge", "name": "Action Surge", "desc": "Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": "two uses" }, { "level": 2, "detail": "one use" } ], "data_for_class_table": [] }, { "key": "srd_fighter_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) a light crossbow and 20 bolts or (*b*) two handaxes\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_fighter_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.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": "2" }, { "level": 20, "detail": "3" }, { "level": 5, "detail": "1" } ], "data_for_class_table": [] }, { "key": "srd_fighter_fighting-style", "name": "Fighting Style", "desc": "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###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, even if the new roll is a 1 or a 2. 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.\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": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_indomitable", "name": "Indomitable", "desc": "Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "two uses" }, { "level": 17, "detail": "three uses" }, { "level": 9, "detail": "one use" } ], "data_for_class_table": [] }, { "key": "srd_fighter_martial-archetype", "name": "Martial Archetype", "desc": "At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_proficiencies", "name": "Proficiencies", "desc": "**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_fighter_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_fighter_second-wind", "name": "Second Wind", "desc": "You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.", "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 Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter 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": "Constitution" }, { "name": "Strength" } ], "subclass_of": null, "name": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_fighter", "features": [ { "key": "bfrd_fighter_core-traits", "name": "Core Fighter Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival|\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) chain mail or (B) leather armor, longbow, and 20 arrows; (A) a martial weapon and a shield or (B) two martial weapons; (A) a light crossbow and 20 bolts or (B) two handaxes; (A) a dungeoneer's pack or (B) an explorer's pack|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_fighter_last-stand", "name": "Last Stand", "desc": "When you take damage that would reduce your hit points to less than half your hit point maximum (rounded down), you can use your reaction to spend hit dice, up to a number equal to your PB. Immediately roll those hit dice. You regain hit points equal to the sum of all dice rolled + your CON modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_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## 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## 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.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Melee 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": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_action-surge", "name": "Action Surge", "desc": "When the need is great, you push your body to its absolute limit. On your turn, you can activate this feature to gain another action—in addition to the action and possible bonus action you regularly get on your turn.\n\nOnce you use this feature, you must complete a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest but only once on the same turn. At 18th level, you can use it three times before a rest but only once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 13, "detail": "2/Rest" }, { "level": 18, "detail": "3/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_fighter-subclass", "name": "Fighter Subclass", "desc": "Choose a subclass that reflects your role in battle, either Spell Blade or Weapon Master (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_fighter_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": 6, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.\n\nStarting at 9th level, you can make three attacks when you take the Attack action. At 17th level, you can make four.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "2/Attack Action" }, { "level": 9, "detail": "3/Attack Action" }, { "level": 17, "detail": "4/Attack Action" } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the fighter's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Defiant.** When you fail a save, you can instead choose to succeed on the save. You can use this feature once and regain the use of it when you finish a long rest. You can use it twice before a long rest at 13th level, and three times at 17th.\n- **Unstoppable.** When you start your turn, you can choose to end one of the following conditions affecting you: blinded, charmed, frightened, incapacitated, paralyzed, or stunned. You can use this feature a number of times equal to your PB, 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": "bfrd_fighter_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the fighter's path grants you a powerful new ability. You gain the following epic boon:\n- **Turn the Tide.** Once on each of your turns, when you hit a creature or object with a weapon attack on your turn, you can cause the attack to deal additional damage (of the same damage type as the weapon) equal to your STR or DEX score (your choice). The attack's damage ignores resistance and immunity, and it can't be reduced or avoided by any means.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_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" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter 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": "Constitution" }, { "name": "Strength" } ], "subclass_of": null, "name": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_fiend-patron", "features": [ { "key": "srd-2024_warlock_fiend-patron_dark-ones-blessing", "name": "Dark One's Blessing", "desc": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_fiend-patron_dark-ones-own-luck", "name": "Dark One's Own Luck", "desc": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. 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": "srd-2024_warlock_fiend-patron_fiend-spells", "name": "Fiend Spells", "desc": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nTable: Fiend Spells\n\n|Warlock Level|Spells|\n|---|---|\n|3|Burning Hands, Command, Scorching Ray, Suggestion|\n|5|Fireball, Stinking Cloud|\n|7|Fire Shield, Wall of Fire|\n|9|Geas, Insect Plague|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_fiend-patron_fiendish-resilience", "name": "Fiendish Resilience", "desc": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_fiend-patron_hurl-through-hell", "name": "Hurl Through Hell", "desc": "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (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": [] } ], "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": "Warlock", "key": "srd-2024_warlock" }, "name": "Fiend Patron", "desc": "*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_fiend", "features": [ { "key": "bfrd_warlock-fiend_dark-ones-blessing", "name": "Dark One's Blessing", "desc": "When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, you gain temporary hit points equal to your PB + your warlock level. These hit points last until expended or until you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_fiend-pact-spells", "name": "Fiend Pact Spells", "desc": "You gain pact spells at the warlock levels listed in the Fiend Pact Spells table. See the Warlock Subclass class feature for how these spells work.\n\n|Warlock Level|Spells|\n|---|---|\n|3rd|burning hands, command|\n|5th|scorching ray, suggestion|\n|9th|fireball, stinking cloud|\n|13th|blight, wall of fire|\n|17th|dominate, flame strike|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_dark-ones-own-luck", "name": "Dark One's Own Luck", "desc": "You can call on your patron to alter fate in your favor. When you make an ability check or a save, you can use this feature to add 1d10 to your roll.\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": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_fiendish-resilience", "name": "Fiendish Resilience", "desc": "You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_hurl-through-hell", "name": "Hurl Through Hell", "desc": "When you hit a creature with an attack, you can use this feature to instantly transport the target, causing it to disappear and hurtle through a nightmare landscape.\n\nAt the end of your next turn, the target returns to the space it previously occupied or to the nearest unoccupied space. If the target is not a Fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\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": "Warlock", "key": "bfrd_warlock" }, "name": "Fiend", "desc": "Your patron is a greater fiend who holds dominion over lesser demons or devils. Fiendish patrons are uncontestably bound to the forces of evil—though the warlocks they choose rarely are. These patrons often delight in granting power to mortals, even if those mortals openly strive against their destructive aims. Whether these tendencies are exercises in corruption or serve a more nefarious design, few can say.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_familiar-master", "features": [ { "key": "toh_familiar-master_arcane-amplification", "name": "Arcane Amplification", "desc": "Starting at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast through your familiar. In addition, your familiar has advantage on saving throws against spells and other magical effects.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_companion-concentration", "name": "Companion Concentration", "desc": "Starting at 14th level, when you are concentrating on a spell of 3rd level or lower, you can use an action to draw on your connection with your familiar to pass the burden of concentration onto it, freeing you up to concentrate on a different 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_familiar-savant", "name": "Familiar Savant", "desc": "Beginning when you select this arcane tradition at 2nd level, you learn the *find familiar* spell if you don't know it already. You innately know this spell and don't need to have it scribed in your spellbook or prepared in order to cast it. When you cast *find familiar*, the casting time is 1 action, and it requires no material components.\n You can cast *find familiar* without expending a spell slot. You can do so 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 cast the *find familiar* spell, you can choose for your familiar to take the form of any Small or smaller beast that is CR 1/4 or lower, such as a flying snake, giant moth (see *Creature Codex*), or giant armadillo (see *Tome of Beasts 2*). The familiar has the statistics of the chosen beast form, but it is a celestial, fey, or fiend (your choice) instead of a beast.\n When you reach 6th level in this class, your familiar can take the form of any Small or smaller beast that is CR 1 or lower. Alternatively, at the GM's discretion, your familiar can be any Tiny celestial, dragon, fey, or fiend that is CR 1 or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_greater-familiar", "name": "Greater Familiar", "desc": "Also at 2nd level, when you cast *find familiar*, your familiar gains the following additional benefits: \n* Your familiar adds your proficiency bonus to its Armor Class, and it uses your proficiency bonus in place of its own when making ability checks and saving throws. It is proficient in any saving throw in which you are proficient. \n* Your familiar's hit points equal its normal hit point maximum or 1 + your Intelligence modifier + three times your wizard level, whichever is higher. It has a number of Hit Dice (d4s) equal to your wizard level. \n* In combat, your familiar shares your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take any action in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge. \n* Your familiar's attacks are enhanced by the magic bond you share with it. When making attack rolls, your familiar uses your spell attack bonus or its normal attack bonus, whichever is higher. In addition, when your familiar hits with an attack, the attack deals force damage equal to 1d4 + its Strength or Dexterity modifier (your choice) + your proficiency bonus instead of its normal damage. If the familiar's attack normally deals additional damage, such as a flying snake's poison, or has an additional effect, such as an octopus's grapple, the familiar's attack still has that additional damage or effect. \n* Your familiar's Intelligence increases to 8 unless it is already higher. It can understand and speak Common and either Celestial (if celestial), Sylvan (if fey), or Abyssal or Infernal (if fiend).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_strengthened-bond", "name": "Strengthened Bond", "desc": "Starting at 6th level, your magical bond with your familiar grows stronger. If your familiar has a trait or action that forces a creature to make a saving throw, it uses your spell save DC. In addition, you can access your familiar's senses by using either an action or a bonus action, and whenever your familiar is within 100 feet of you, it can expend its reaction to deliver any wizard spell you cast. If the spell has a range of 5 feet or more, you must be sharing your familiar's senses before casting the spell. If the spell requires an attack roll, ability check, or saving throw, you use your own statistics to adjudicate the result.", "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": "Familiar Master", "desc": "Each wizard has a strong connection with their familiar, but some mages eschew specializing in a school of magic in favor of forming a powerful bond with a familiar. This bond allows the two to work in tandem in ways that few arcane practitioners could even dream of. Those who encounter such a familiar never look at a rodent or bird the same way again.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_evoker", "features": [ { "key": "srd-2024_wizard_evoker_empowered-evocation", "name": "Empowered Evocation", "desc": "Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_wizard_evoker_evocation-savant", "name": "Evocation Savant", "desc": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\nIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_wizard_evoker_overchannel", "name": "Overchannel", "desc": "You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\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 slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\nEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_wizard_evoker_potent-cantrip", "name": "Potent Cantrip", "desc": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target 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": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_wizard_evoker_sculpt-spells", "name": "Sculpt Spells", "desc": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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": 6, "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": "Wizard", "key": "srd-2024_wizard" }, "name": "Evoker", "desc": "*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_eldritch-trickster", "features": [ { "key": "open5e_eldritch-trickster_arcane-ambuscade", "name": "Arcane Ambuscade", "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_eldritch-grift", "name": "Eldritch Grift", "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_magical-misdirection", "name": "Magical Misdirection", "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_sleight-of-mage-hand", "name": "Sleight of Mage Hand", "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_spellcasting", "name": "Spellcasting", "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd | 3 | 3 | 2 | - | - | - |\n| 4th | 3 | 4 | 3 | - | - | - |\n| 5th | 3 | 4 | 3 | - | - | - |\n| 6th | 3 | 4 | 3 | - | - | - |\n| 7th | 3 | 5 | 4 | 2 | - | - |\n| 8th | 3 | 6 | 4 | 2 | - | - |\n| 9th | 3 | 6 | 4 | 2 | - | - |\n| 10th | 4 | 7 | 4 | 3 | - | - |\n| 11th | 4 | 8 | 4 | 3 | - | - |\n| 12th | 4 | 8 | 4 | 3 | - | - |\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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": "Rogue", "key": "srd_rogue" }, "name": "Eldritch Trickster", "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_druid", "features": [ { "key": "srd-2024_druid_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 Druid 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_druid_archdruid", "name": "Archdruid", "desc": "The vitality of nature constantly blooms within you, granting you the following benefits.\n\n**Evergreen Wild Shape.** Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.\n\n**Nature Magician.** You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.\n\n**Longevity.** The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_beast-spells", "name": "Beast Spells", "desc": "While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_cantrips", "name": "Cantrips", "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": "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": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_core-traits", "name": "Core Druid Traits", "desc": "|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Druid level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Insight, Medicine, Na ture, Perception, Religion, or Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Herbalism Kit|\n|Armor Training|Light armor and Shields|\n|Starting Equipment|Choose A or B: (A) Leather Ar mor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_druid_druid-spell-list", "name": "Druid Spell List", "desc": "This section presents the Druid 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: Cantrips (Level 0 Druid Spells)\n\n|School|Special|\n|---|---|\n|Transmutation|—|\n|Transmutation|—|\n|Divination|C|\n|Transmutation|—|\n|Transmutation|—|\n|Necromancy|—|\n|Conjuration|—|\n|Abjuration|C|\n|Transmutation|—|\n|Necromancy|—|\n|Evocation|—|\n|||\n\nTable: Level 1 Druid Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Charm Person|Enchantment|—|\n|Create or Destroy Water|Transmutation|—|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Entangle|Conjuration|C|\n|Faerie Fire|Evocation|C|\n|Fog Cloud|Conjuration|C|\n|Goodberry|Conjuration|—|\n|Healing Word|Abjuration|—|\n|Ice Knife|Conjuration|—|\n|Jump|Transmutation|—|\n|Longstrider|Transmutation|—|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n\nTable: Level 2 Druid Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Augury|Divination|R, M|\n|Barkskin|Transmutation|—|\n|Continual Flame|Evocation|M|\n|Darkvision|Transmutation|—|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Find Traps|Divination|—|\n|Flame Blade|Evocation|C|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_druid_druid-subclass", "name": "Druid Subclass", "desc": "You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the *Speak with Animals* spell prepared.\n\nYou can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_elemental-fury", "name": "Elemental Fury", "desc": "The might of the elements flows through you. You gain one of the following options of your choice.\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Druid cantrip.\n\n**Primal Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_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_druid_improved-elemental-fury", "name": "Improved Elemental Fury", "desc": "The option you chose for Elemental Fury grows more powerful, as detailed below.\n\n**Potent Spellcasting.** When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.\n\n**Primal Strike.** The extra damage of your Primal Strike increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_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": "4" }, { "level": 10, "column_value": "15" }, { "level": 11, "column_value": "16" }, { "level": 12, "column_value": "16" }, { "level": 13, "column_value": "17" }, { "level": 14, "column_value": "17" }, { "level": 15, "column_value": "18" }, { "level": 16, "column_value": "18" }, { "level": 17, "column_value": "19" }, { "level": 18, "column_value": "20" }, { "level": 19, "column_value": "21" }, { "level": 2, "column_value": "5" }, { "level": 20, "column_value": "22" }, { "level": 3, "column_value": "6" }, { "level": 4, "column_value": "7" }, { "level": 5, "column_value": "9" }, { "level": 6, "column_value": "10" }, { "level": 7, "column_value": "11" }, { "level": 8, "column_value": "12" }, { "level": 9, "column_value": "14" } ] }, { "key": "srd-2024_druid_primal-order", "name": "Primal Order", "desc": "You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Magician.** You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\n\n**Warden.** Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_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_druid_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": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "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_druid_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": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-3rd", "name": "3rd", "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": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-4th", "name": "4th", "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": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd-2024_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_druid_slots-7th", "name": "7th", "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": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd-2024_druid_slots-9th", "name": "9th", "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": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd-2024_druid_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through studying the mystical forces of nature. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Druid spell list. *Druidcraft* and *Produce Flame* are recommended.\n\nWhenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.\n\nWhen you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.\n\n**Spell Slots.** The Druid 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 four level 1 spells from the Druid spell list. *Animal Friendship*, *Cure Wounds*, *Faerie Fire*, and *Thunderwave* are recommended.\n\nThe number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Druid 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 Druid spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Druid spells.\n\n**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-companion", "name": "Wild Companion", "desc": "You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the *Find Familiar* spell without Material components.\n\nWhen you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-resurgence", "name": "Wild Resurgence", "desc": "Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).\n\nIn addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until 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_druid_wild-shape", "name": "Wild Shape", "desc": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see \"Known Forms\" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.\n\n**Number of Uses.** You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nYou gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.\n\n**Known Forms.** You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see \"Animals\" in \"Monsters\" for stat block options). The **Rat**, **Riding Horse**, **Spider**, and **Wolf** are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.\n\nWhen you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.\n\nWhen choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so.\n\nTable: Beast Shapes\n\n|Druid Level|Known Forms|Max CR|Fly Speed|\n|---|---|---|---|\n|2|4|1/4|No|\n|4|6|1/2|No|\n|8|8|1|Yes|\n\n**Rules While Shape-Shifted.** While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:\n- **Temporary Hit Points.** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.\n- **Game Statistics.** Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.\n- **No Spellcasting.** You can't cast spells, but shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.\n- **Objects.** Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-shape-uses", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "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": "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": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid 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": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_druid", "features": [ { "key": "srd_druid_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_druid_archdruid", "name": "Archdruid", "desc": "At 20th level, you can use your Wild Shape an unlimited number of times.\r\n\r\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_beast-spells", "name": "Beast Spells", "desc": "Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_cantrips-known", "name": "Cantrips Known", "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": "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": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_druid-circle", "name": "Druid Circle", "desc": "At 2nd level, you choose to identify with a circle of druids such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a wooden shield or (*b*) any simple weapon\r\n* (*a*) a scimitar or (*b*) any simple melee weapon\r\n* Leather armor, an explorer’s pack, and a druidic focus", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)\r\n**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears \r\n**Tools:** Herbalism kit\r\n**Saving Throws:** Intelligence, Wisdom\r\n**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_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_druid_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": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "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_druid_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": 4, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-3rd", "name": "3rd", "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": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-4th", "name": "4th", "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": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_druid_slots-7th", "name": "7th", "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": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_druid_slots-9th", "name": "9th", "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": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_druid_spellcasting", "name": "Spellcasting", "desc": "Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.\r\n\r\n###Cantrips\r\n\r\nAt 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.\r\n\r\n###Preparing and Casting Spells\r\n\r\nThe Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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\nYou prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (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 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid 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\nWisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and 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 druid 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\r\n\r\n###Ritual Casting\r\n\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a druidic focus (see chapter 5, “Equipment”) as a spellcasting focus for your druid spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_timeless-body", "name": "Timeless Body", "desc": "Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_wild-shape", "name": "Wild Shape", "desc": "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.\r\n\r\nYour druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.\r\n\r\n| Level | Max. CR | Limitations | Example |\r\n| --- | --- | --- | --- |\r\n| 2nd | 1/4 | No flying or swimming speed | Wolf |\r\n| 4th | 1/2 | No flying speed | Crocodile |\r\n| 8th | 1 | - | Giant Eagle |\r\n\r\nYou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\r\n\r\nWhile you are transformed, the following rules apply:\r\nYour game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\r\n\r\nWhen you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\r\n\r\nYou can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\r\n\r\nYou retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\r\n\r\nYou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid 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": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_druid", "features": [ { "key": "bfrd_druid_core-traits", "name": "Core Druid Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Druid level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) a shield or (B) any simple weapon; (A) a sickle or (B) any simple melee weapon; plus Leather armor, an explorer's pack, and a druidic focus|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_druid_spellcasting", "name": "Spellcasting", "desc": "As a conduit for primordial power, you can cast Primordial spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Primordial spell list to learn. You choose more Primordial cantrips to learn at higher levels, as shown in the Cantrips Known column of the Druid Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Primordial spell list from circles for which you have Primordial spell slots. (You determine which spell slots you can access by checking your level on the Druid Progression table). You can choose a number of spells equal to your WIS modifier + your druid level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher.\n\nThe Druid Progression table shows how many Primordial spell slots you have per day at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 WIS, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\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**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Primordial ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Druid Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\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": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of druids. You can speak the language and use a system of natural elements to leave hidden messages that only other druids will understand. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful WIS (Perception) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_natures-gift", "name": "Nature's Gift", "desc": "You have learned to harness the ambient energy of nature and can redirect that energy to encourage growth and healing. As a bonus action, choose one creature within 5 feet of you (this can be you). When you do so, roll a number of d4s equal to your PB (minimum of 2d4). That creature regains hit points equal to the total rolled. This feature has no effect on Constructs or Undead.\n\nYou can use this feature a number of times per day equal to your PB. You recover expended uses when you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_wild-shape", "name": "Wild Shape", "desc": "You gain the ability to channel energy directly from nature to produce effects beyond spells. You start with two effects: Beast Form and Draw Power. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Wild Shape feature, simply choose which specific effect you want, such as Beast Form. Some of these effects require a save, and in those cases, the DC is equal to your druid spell save DC.\n\nBeginning at 2nd level, you can use your Wild Shape feature once until you finish a short or long rest, then twice between rests at 6th level, three times at 13th level, and four times at 18th level. When you finish a short or long rest, you regain all expended uses.\n\n## Wild Shape: Beast Form\n\nAs an action, you can magically assume the form of a Beast. When you first gain this feature, choose two Beasts of challenge rating (CR) 1/4 or less as your known forms. To select a known form, you must have seen or interacted with a Beast in your past. For example, a druid that hails from a desert environment is unlikely to be familiar enough with a sea-dwelling creature like a dolphin to select it as a known form. The Beast you choose can't have any legendary actions or lair actions.\n\nAs you advance in druid levels, you can choose more beast forms as shown in the Beast Forms Known column of the Druid Progression table.\n\nWhen you gain a level of druid, you can replace one known form with a different form of your choosing. Any new form you choose must abide by the form restrictions.\n\n## Wild Shape: Draw Power\n\nAs a bonus action, you can reshape the natural energies around you to draw them within yourself and recharge your spellcasting ability. When you do so, choose a single expended Primordial spell slot to recover. The recovered spell slot must be of a circle equal to or less than your proficiency bonus (PB). For example, a 5th-level druid with a PB of +3 could recover an expended 1st, 2nd, or 3rd-circle Primordial spell slot with this feature.\n\nYou can't use Draw Power while transformed by the Beast Form effect of your Wild Shape feature, even if you have multiple uses of Wild Shape available to expend.\n\n## Rules of Transformation\n\nYou can stay in a beast form for a number of hours equal to your PB. You then revert to your normal form unless you expend another use of Wild Shape. You can also choose to revert to your normal form as a bonus action. You automatically revert if you become unconscious, drop to 0 HP while in beast form, or die.\n\nWhile transformed, your game statistics are replaced by those of your new form, except you retain your INT, WIS, and CHA scores. You also retain your personality. If you make an ability check or save while in beast form, you can choose whether to use either your normal character proficiencies and PB or else use the Beast's listed ability modifier to determine the check total (without your PB in this case).\n\nYour hit points for the new form are set to a new amount dependent on the size of your new form, as shown in the Hit Points by Form Size table. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 HP, any excess damage carries over to your normal form. For example, if you take 10 damage while in beast form and your beast form has only 1 HP left, you revert to your normal form and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 HP, you remain conscious.\n\nYou are limited by the actions you can perform by the nature of your new form, and you can't speak or take any other action that requires hands or speech unless your new form is capable of such actions. You can't cast spells while transformed. However, transforming doesn't automatically break your concentration on a spell you've already cast or prevent you from taking actions that are part of an ongoing spell—such as those required by the call lightning spell.\n\nYour gear and anything you are wielding melds into your new form. You can't activate, use, or otherwise benefit from any of your gear while transformed.\n\n|Form Size|Hit Points|\n|---|---|\n|Tiny|2 + your PB|\n|Small|5 + your PB|\n|Medium|12 + your PB|\n|Large|22 + your PB|\n|Huge or Gargantuan|84 + your PB|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "1/Rest" }, { "level": 6, "detail": "2/Rest" }, { "level": 13, "detail": "3/Rest" }, { "level": 18, "detail": "4/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_druid_druid-subclass", "name": "Druid Subclass", "desc": "Choose a subclass that reflects your values and magical practices, either Leaf or Shifter (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n## Ring Spells\n\nEach subclass has a list of ring spells that you can access as soon as you can cast spells of that circle (as shown on the Druid Progression table). Once you gain such a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. However, casting a ring 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.", "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_druid_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 magic 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_druid_improved-beast-form", "name": "Improved Beast Form", "desc": "You can now use the Beast Form effect of your Wild Shape feature to assume more powerful beast forms. When you learn a new form, you can choose a Beast of CR 1/2 or less. At 9th level, you can assume the form of any Beast of CR 1 or less. At 14th level, you can assume the form of any Beast of CR 2 or less.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "CR 1/2" }, { "level": 9, "detail": "CR 1" }, { "level": 14, "detail": "CR 2" } ], "data_for_class_table": [] }, { "key": "bfrd_druid_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the druid's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Rite of the Kingdom.** All Beasts and creatures with the Animal tag understand your speech, and you can understand their noises and motions as if they were speaking, even if they don't speak a language. This ability doesn't grant Beasts the intelligence to understand or communicate complex concepts, but you can share basic information with ease. Your GM has final say on what a particular creature can express. In addition, you have advantage on Charisma checks made to interact with or influence such creatures.\n- **Rite of the Shaper.** When you roll initiative and have no remaining uses of Wild Shape, you regain one use. Once you use this feature, you can't do so again until you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_natures-grace", "name": "Nature's Grace", "desc": "Your attunement to the natural energies of the world infuses your body, sustaining you and protecting you from unnatural harm. You gain the following benefits:\n- You can't be magically aged, and you suffer none of the frailty of old age. You can still die of old age though.\n- You no longer need food or water to survive.\n- Your ability scores and hit point maximum can't be lowered by any means short of a wish spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the druid's path grants you a powerful new ability. You gain the following epic boon:\n- **Archdruid.** You can use the Beast Form effect of your Wild Shape feature an unlimited number of times. In addition, you can ignore the verbal and somatic components of Primordial spells, as well as any material components that lack a cost.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_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_druid_beast-forms-known", "name": "Beast Forms 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": "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_druid_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "3" }, { "level": 2, "column_value": "3" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "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": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "5" }, { "level": 17, "column_value": "5" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 20, "column_value": "5" } ] }, { "key": "bfrd_druid_rituals-known", "name": "Rituals Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 2, "column_value": "1" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "5" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "7" }, { "level": 14, "column_value": "7" }, { "level": 15, "column_value": "8" }, { "level": 16, "column_value": "8" }, { "level": 17, "column_value": "9" }, { "level": 18, "column_value": "9" }, { "level": 19, "column_value": "9" }, { "level": 20, "column_value": "9" } ] }, { "key": "bfrd_druid_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": 2, "column_value": "3" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "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_druid_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "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_druid_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "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_druid_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "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_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "1" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "bfrd_druid_slots-7th", "name": "7th", "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": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "bfrd_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "bfrd_druid_slots-9th", "name": "9th", "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": "1" }, { "level": 20, "column_value": "1" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid 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": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_draconic-sorcery", "features": [ { "key": "srd-2024_sorcerer_draconic-sorcery_draconic-resilience", "name": "Draconic Resilience", "desc": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\nParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_draconic-sorcery_draconic-spells", "name": "Draconic Spells", "desc": "When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nTable: Draconic Spells\n\n|Sorcerer Level|Spells|\n|---|---|\n|3|Alter Self, Chromatic Orb, Command, Dragon's Breath|\n|5|Fear, Fly|\n|7|Arcane Eye, Charm Monster|\n|9|Legend Lore, Summon Dragon|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_draconic-sorcery_dragon-companion", "name": "Dragon Companion", "desc": "You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_draconic-sorcery_dragon-wings", "name": "Dragon Wings", "desc": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (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_sorcerer_draconic-sorcery_elemental-affinity", "name": "Elemental Affinity", "desc": "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\nYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Sorcerer", "key": "srd-2024_sorcerer" }, "name": "Draconic Sorcery", "desc": "*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_draconic-bloodline", "features": [ { "key": "srd_draconic-bloodline_draconic-presence", "name": "Draconic Presence", "desc": "Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_draconic-bloodline_draconic-resilience", "name": "Draconic Resilience", "desc": "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.\r\n\r\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_draconic-bloodline_dragon-ancestor", "name": "Dragon Ancestor", "desc": "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.\r\n\r\n### Draconic Ancestry (table)\r\n| Dragon | Damage Type |\r\n| --- | --- |\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |\r\n\r\nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_draconic-bloodline_dragon-wings", "name": "Dragon Wings", "desc": "At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.\r\n\r\nYou can't manifest your wings while wearing armor unless the armor 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_draconic-bloodline_elemental-affinity", "name": "Elemental Affinity", "desc": "Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Sorcerer", "key": "srd_sorcerer" }, "name": "Draconic Bloodline", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_draconic", "features": [ { "key": "bfrd_draconic_draconic-origin-spells", "name": "Draconic Origin Spells", "desc": "You gain origin spells at the sorcerer levels listed in the Draconic Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.\n\nNote that one of the spells you gain at each listed sorcerer level is determined by the type of dragon you select as your ancestor (see Dragon Ancestor).\n\n|Sorcerer Level|Spells|\n|---|---|\n|3rd|*elemental blade*, dragon ancestor spell|\n|5th|*fear*, dragon ancestor spell|\n|7th|*elemental shield*, dragon ancestor spell|\n|9th|*dominate*, dragon ancestor spell|\n|11th|*mass suggestion*, dragon ancestor spell|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_draconic_draconic-resilience", "name": "Draconic Resilience", "desc": "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases immediately by 1 and by an additional 1 when you gain a level of sorcerer.\n\nIn addition, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your DEX modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_draconic_dragon-ancestor", "name": "Dragon Ancestor", "desc": "You begin to manifest traits of the type of dragon that instilled you with power. Choose that dragon's type now. This choice also dictates some of your spells gained with your Draconic Origin Spells feature, and the damage type associated with each dragon is used by additional features you gain later.\n\nYou can now speak, read, and write Draconic. In addition, when you make an ability check when interacting with or recalling information about dragons, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level.\n\n|Dragon Ancestor|Damage Type|3rd Level|5th Level|7th Level|9th Level|11th Level|\n|---|---|\n|Black or Copper|Acid|*grease*|*acid arrow*|*stinking cloud*|*stone shape*|*cloudkill*|\n|Blue or Bronze|Lightning|*thunderwave*|*invisibility*|*lightning bolt*|*greater invisibility*|*conjure elemental (air)*|\n|Brass, Gold, or Red|Fire|*burning hands*|*heat metal*|*fireball*|*wall of fire*|*flame strike*|\n|Green|Poison|*entangle*|*barkskin*|*stinking cloud*|*blight*|*contagion*|\n|Silver or White|Cold|*fog cloud*|*hold*|*sleet storm*|*ice storm*|*cone of cold*|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_draconic_elemental-affinity", "name": "Elemental Affinity", "desc": "When you cast a spell that deals damage of the type associated with your draconic ancestry (including spells with a damage type modified by features such as your Flexible Spell metamagic option), you can spend 1 sorcery point to gain one of the following benefits:\n\n- Each target takes additional damage equal to your PB.\n- You gain resistance to that damage type for 1 minute.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_draconic_imperious-wings", "name": "Imperious Wings", "desc": "You gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn, and they last until you dismiss them (also as a bonus action on your turn). While the wings are manifested creatures that can see you have disadvantage on checks and saves to avoid being frightened or intimidated by you.\n\nYou can’t manifest your wings while wearing armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_draconic_draconian-vengeance", "name": "Draconian Vengeance", "desc": "As an action, you can target one creature within 60 feet of you that you can see to brand it with your draconic element. The target must succeed on a CHA save against your spell save DC or become vulnerable to the damage type associated with your draconic ancestry until the end of your next turn. A target resistant to that damage type loses that resistance for the duration, but a target immune to the damage type is still immune to it, even if the target fails the save.\n\nOnce used, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.", "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": "Sorcerer", "key": "bfrd_sorcerer" }, "name": "Draconic", "desc": "Through lineage, bargain, or unrequited gift, the origins of your magic lie in the preternatural power of dragons. These beings, monumental in their age, power, and size, possess unshakeable bearing, unstoppable might, and mastery over the elements of the natural world.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_demise-domain", "features": [ { "key": "open5e_demise-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_channel-divinity-killing-touch", "name": "Channel Divinity: Killing Touch", "desc": "Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_death-comes-for-all", "name": "Death Comes for All", "desc": "Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_death-domain-spells-table", "name": "Death Domain Spells (table)", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------|\r\n| 1st | false life, ray of sickness |\r\n| 3rd | blindness/deafness, ray of enfeeblement |\r\n| 5th | animate dead, vampiric touch |\r\n| 7th | blight, death ward |\r\n| 9th | antilife shell, cloudkill |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_deaths-cut", "name": "Death’s Cut", "desc": "Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 necrotic damage to the target. 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": "open5e_demise-domain_improved-deaths-cut", "name": "Improved Death’s Cut", "desc": "Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Cleric", "key": "srd_cleric" }, "name": "Demise Domain", "desc": "*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\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_dawn-blade", "features": [ { "key": "toh_dawn-blade_bolstering-light", "name": "Bolstering Light", "desc": "Starting at 9th level, when you reduce a creature to 0 hit points with radiant damage, choose one of the following: \n* Gain temporary hit points equal to twice your rogue level for 1 hour. \n* End one condition affecting you. The condition can be blinded, deafened, or poisoned. \n* End one curse affecting you. \n* End one disease affecting you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_dawn-blade_dawn-flare", "name": "Dawn Flare", "desc": "At 17th level, when you use your Dawn Strike feature to deal radiant damage to a creature that can't see you, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 10d6 radiant damage and can't regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_dawn-blade_dawn-strike", "name": "Dawn Strike", "desc": "Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_dawn-blade_eyes-of-the-dawn", "name": "Eyes of the Dawn", "desc": "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_dawn-blade_radiant-beam", "name": "Radiant Beam", "desc": "Beginning at 3rd level, when you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy at a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you can still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.\n When you reach 10th level in this class, the beam's damage increases to 2d6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_dawn-blade_sudden-illumination", "name": "Sudden Illumination", "desc": "At 13th level, when you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "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": "Dawn Blade", "desc": "Even churches and temples of deities of goodness and light have need of those willing to get their hands dirty and willing to sully their honor in service of what must be done. Dawn blades are devout rogues, drawing divine power from deities of light to strike as a sudden ray of searing sunlight in the darkness. They are often considered controversial by other adherents of their faith, yet the faith's leadership understands such agents are sometimes necessary.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_courser-mage", "features": [ { "key": "toh_courser-mage_multitudinous-arrows", "name": "Multitudinous Arrows", "desc": "Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action with a longbow or shortbow on your turn. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can't cast spells other than cantrips until the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_courser-mage_pinpoint-weakness", "name": "Pinpoint Weakness", "desc": "At 10th level, when you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature has advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_courser-mage_spell-arrow", "name": "Spell Arrow", "desc": "Beginning at 6th level, you can imbue an arrow you fire from a longbow or shortbow with magical energy. As a bonus action, you can expend a 1st-level spell slot to cause the next arrow you fire to magically deal an extra 2d4 force damage to the target on a hit. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_courser-mage_stalking-savant", "name": "Stalking Savant", "desc": "At 2nd level, you gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_courser-mage_unseen-assailant", "name": "Unseen Assailant", "desc": "Starting at 2nd level, as a bonus action, you can choose a target you can see within 60 feet of you and become invisible to that target until the start of your next turn. Once the effect ends, you can't use this feature on that target again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "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": "Courser Mage", "desc": "A tradition more focused on stalking prey than reading dozens of books, courser mages generally choose more subtle spells that aid in finding or hiding from their enemies. They learn to imbue their arrows with spell energy to deliver more deadly shots.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_conduit", "features": [ { "key": "bfrd_theurge-conduit_energy-exchange", "name": "Energy Exchange", "desc": "Your mastery of magical power allows you to transfer raw energy in various ways.\n\n**Exchange Life.** You can convert your own life force into raw magical power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the circle of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your CON modifier to the roll. You immediately lose hit points equal to the result, and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 HP remaining after losing these hit points, you successfully recover the spell slot.\n\n**Exchange Power.** You can control the energy within magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the circle of the spell slot expended, up to the item's maximum charges. This feature can't restore charges to items that don't have charges, such as a ring of feather falling, and it can't restore charges to consumables or items that cease to be magical once all their charges or uses are expended, such as the gem of brightness or restorative ointment (see Player's Guide for all items).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_theurge-conduit_mystic-vitality", "name": "Mystic Vitality", "desc": "You can convert unspent magical energy into vitality. When you finish a long rest, you regain additional Hit Dice equal to half the number of unspent spell slots (rounded down) you had before finishing the long rest, up to your Hit Dice maximum (minimum of one Hit Die). For example, if you are a 6th-level theurge with three unspent spell slots, you would regain one additional expended Hit Die at the end of the long rest, in addition to the three Hit Dice you would normally recover after a long rest as a 6th-level character.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_theurge-conduit_metabolize", "name": "Metabolize", "desc": "As a reaction when you suffer an instance of damage that isn't bludgeoning, piercing, or slashing, you can make a CON save. The DC for this save equals 10 or half the amount of damage you took, whichever number is higher. On a success, you store that energy potential within your body for up to 1 minute. Before the duration ends, you can expend this stored energy (no action required) as part of casting a 1st-circle or higher spell. When you do so, the spell is cast as if you expended a spell slot one circle higher than the slot used.\n\nYou can attempt to store magical energy in this way a number of times equal to your PB, but you can store only a single instance of energy potential at one time. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_theurge-conduit_spell-surge", "name": "Spell Surge", "desc": "When you deal damage to a creature with an Arcane or Divine spell, you can expend one or more of your Hit Dice. Roll the expended dice and add your CON modifier. The creature takes additional damage of the spell's type equal to the result. If multiple creatures are damaged by the triggering spell, you choose which target takes the extra damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_theurge-conduit_nullify", "name": "Nullify", "desc": "As an action, you can suppress the magical potential of one creature or magic item within 120 feet of you. The suppression lasts for 1 minute or until you start your turn more than 120 feet away from the target. The effect also ends early if you become incapacitated.\n\nIf the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a CON save against your spell save DC. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use).\n\nIf the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell.\n\nOnce you use this feature, you can't do so 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": "Theurge", "key": "bfrd_theurge" }, "name": "Conduit", "desc": "Theurges that embody the Conduit devotion, view all magic—regardless of source—as a natural extension of the life force that resides within all creatures. Conduits perceive the Arcane and Divine within themselves as readily as they feel their blood pumping through their veins, and they believe the deepest reserves of magical power lie within the soul. They translate these beliefs into practical applications, allowing them to exchange vitality for spellcasting potential and disrupt the magical energies within other creatures.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-the-cat", "features": [ { "key": "toh_college-of-the-cat_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you join the College of the Cat at 3rd level, you gain proficiency with the Acrobatics and Stealth skills and with thieves' tools if you don't already have them. In addition, if you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-the-cat_catlike-tread", "name": "Catlike Tread", "desc": "Starting at 14th level, while a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-the-cat_inspired-pounce", "name": "Inspired Pounce", "desc": "Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.\n When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-the-cat_my-claws-are-sharp", "name": "My Claws Are Sharp", "desc": "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.", "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": "Bard", "key": "srd_bard" }, "name": "College of the Cat", "desc": "Scholars and spies, heroes and hunters: whether wooing an admirer in the bright sunlight or stalking prey under the gentle rays of the moon, bards of the College of the Cat excel at diverse skills and exhibit contrary tendencies. The adventurous spirits who favor the College of the Cat let their curiosity and natural talents get them into impossible places. Most are skilled, cunning, and vicious enough to extricate themselves from even the most dangerous situations.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-tactics", "features": [ { "key": "toh_college-of-tactics_ablative-inspiration", "name": "Ablative Inspiration", "desc": "Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the *fireball* spell or a dragon's breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell's power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-tactics_combat-tactician", "name": "Combat Tactician", "desc": "When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice. In addition, you can use Bardic Inspiration a number of times equal to your Charisma modifier (a minimum of 1) + your proficiency bonus. You regain expended uses when you finish a long rest (or short rest if you have the Font of Inspiration feature), as normal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-tactics_setting-the-board", "name": "Setting the Board", "desc": "Also at 3rd level, you can move your allies into more advantageous positions, just as a general moves troop markers on a map. As a bonus action, you can command up to three willing allies who can see or hear you to use a reaction to move. Each target can move up to half its speed. This movement doesn't provoke opportunity attacks.\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": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-tactics_song-of-strategy", "name": "Song of Strategy", "desc": "Beginning at 6th level, you can share your tactical knowledge with your allies in the heat of battle. A creature that has a Bardic Inspiration die from you can roll that die and perform one of the following strategies. For the purpose of these strategies, “you” refers to the creature with the Bardic Inspiration die.\n\n***Bait and Bleed.*** If you take the Dodge action, you can make one melee attack against a creature that is within 5 feet of you, adding the number rolled to your attack roll.\n\n***Counter Offensive.*** If you take damage from a creature, you can use your reaction to make one attack against your attacker, adding the number rolled to your attack roll. You can't use this strategy if the attacker is outside your weapon's normal range or reach.\n\n***Distraction.*** You can take the Disengage action as a bonus action, increasing your speed by 5 feet *x* the number rolled.\n\n***Frightening Charge.*** If you take the Dash action, you can make one melee attack at the end of the movement, adding the number rolled to your attack roll. If the attack is a critical hit, the target is frightened until the start of your next turn.\n\n***Hold Steady.*** If you take the Ready action and the trigger for the readied action doesn't occur, you can make one weapon or spell attack roll after all other creatures have acted in the round, adding the number rolled to the attack roll.\n\n***Indirect Approach.*** If you take the Help action to aid a friendly creature in attacking a creature within 5 feet of you, the friendly creature can add the number rolled to their attack roll against the target, and each other friendly creature within 5 feet of you has advantage on its first attack roll against the target.", "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": "Bard", "key": "srd_bard" }, "name": "College of Tactics", "desc": "Bards of the College of Tactics are calculating strategists who scour historical records of famous battles for tricks they can use to give their own troops, and those of their patrons, an edge on the battlefield. Members of this college travel from war zone to combat site and interview the veterans of those engagements, trying to discern how the victors won the day and leveraging that information for their personal glory.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_college-of-skalds", "features": [ { "key": "open5e_college-of-skalds_battle-fury", "name": "Battle Fury", "desc": "At 6th level, you can unleash even more fury in combat. When you use the attack action, you can make two attacks instead of one.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_combat-aptitude", "name": "Combat Aptitude", "desc": "When you choose the College of Skalds at 3rd level, you become proficient in all martial weapons, as well as in the use of medium armor and shields.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_saga-of-deeds", "name": "Saga of Deeds", "desc": "Starting at 3rd level, you can use your stories of the great battles of legend to inspire your allies in combat. The dice gained from your Bardic Inspiration feature can be used in the following ways:\n\n* After rolling damage for a successful weapon attack, a creature can choose to roll a Bardic Inspiration die and add the result to the damage dealt.\n* When a creature is the target of an attack roll, before knowing whether the rolled number is a hit or a miss, it may roll a Bardic Inspiration die as a reaction, adding the result to its armor class for this specific attack only.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_song-and-strike", "name": "Song and Strike", "desc": "Starting at 14th level, you can wade into combat even as you wield your bardic magic. Any time you cast a bard spell as an action, you can use your bonus action to make a single weapon attack.", "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": "Bard", "key": "srd_bard" }, "name": "College of Skalds", "desc": "*Compare to the core book's College of Valor*\n\nSkalds are poets of battle, recounting the deeds of heroes and the bloody battles that shook nations. But you do more than just tell stories; a skald draws on the tales of past greatness in his own quest for glory on the battlefield. While learning the sagas of bygone years, you have also taken up a practical study of combat, allowing you to use more weapons and with greater effectiveness than most bards. When you sing the song of battle to bolster your allies, you are right alongside them, going toe to toe with formidable foes to become worthy of the poems from the skalds who will recount your tale.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-sincerity", "features": [ { "key": "toh_college-of-sincerity_artist-of-renown", "name": "Artist of Renown", "desc": "At 14th level, you can expend a Bardic Inspiration die to cast an enchantment spell you don't know using one of your spell slots. When you do so, you must be able to meet all of the spell's requirements, and you must have an available spell slot of sufficient level.\n You can't use your Font of Inspiration feature to regain Bardic Inspiration dice expended to cast spells with this feature after a short rest. Bardic Inspiration dice expended by this feature are regained only after you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-sincerity_entourage", "name": "Entourage", "desc": "When you join the College of Sincerity at 3rd level, you gain the service of two commoners. Your entourage is considered charmed by you and travels with you to see to your mundane needs, such as making your meals and doing your laundry. If you are in an urban area, they act as your messengers and gofers. When you put on a performance, they speak your praises and rouse the crowd to applause. In exchange for their service, you must provide your entourage a place to live and pay the costs for them to share the same lifestyle as you.\n Your entourage doesn't join combat or venture into obviously dangerous areas or situations. If you or your companions abuse or mistreat your entourage, they leave your service immediately. If this occurs, you can gain the service of a new entourage by traveling to a different urban area where you must perform at least 1 hour each day for one week.\n You gain another commoner at 6th level, and a final one at 14th level. If you prefer, instead of gaining a new commoner at 6th level, one member of your entourage can become a guard. At 14th level, if you have a guard, it can become your choice of a spy or veteran, instead of taking on a new commoner. If one member of your entourage becomes a guard, spy, or veteran, that person accompanies you into dangerous situations, but they only use the Help action to aid you, unless you use a bonus action to direct them to take a specific action. At the GM's discretion, you can replace the guard with another humanoid of CR 1/8 or lower, the spy with another humanoid of CR 1 or lower, and the veteran with another humanoid of CR 3 or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-sincerity_kind-eyed-smile", "name": "Kind-Eyed Smile", "desc": "Also at 3rd level, when you cast an enchantment spell, such as *charm person*, your target remains unaware of your attempt to affect its mind, regardless of the result of its saving throw. When the duration of an enchantment spell you cast ends, your target remains unaware that you enchanted it. If the description of the spell you cast states the creature is aware you influenced it with magic, it isn't aware you enchanted it unless it succeeds on a Charisma saving throw against your spell save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-sincerity_lingering-presence", "name": "Lingering Presence", "desc": "Starting at 6th level, if a creature fails a saving throw against an enchantment or illusion spell you cast, it has disadvantage on subsequent saving throws it makes to overcome the effects of your spell. For example, a creature affected by your *hold person* spell has disadvantage on the saving throw it makes at the end of each of its turns to end the paralyzed effect.", "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": "Bard", "key": "srd_bard" }, "name": "College of Sincerity", "desc": "Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-shadows", "features": [ { "key": "toh_college-of-shadows_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you join the College of Shadows at 3rd level, you gain proficiency in Stealth and in two other skills of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-shadows_cunning-insight", "name": "Cunning Insight", "desc": "Starting at 6th level, you know exactly where to hit your enemies. You can use an action to focus on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. You can use this feature as a bonus action if you expend a Bardic Inspiration die. If you do, roll the die and subtract the number rolled from the target's saving throw roll. If the target fails the saving throw, choose one of the following: \n* You have advantage on your next attack roll against the target. \n* You know the target's damage vulnerabilities. \n* You know the target's damage resistances and damage immunities. \n* You know the target's condition immunities. \n* You see through any illusions obscuring or affecting the target for 1 minute.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-shadows_mantle-of-shadows", "name": "Mantle of Shadows", "desc": "Starting at 3rd level, while you are in dim light or darkness, you can use an action to twist the shadows around you for 1 minute or until your concentration ends. For the duration, you have advantage on Dexterity (Stealth) checks, and you can take the Dash action as a bonus action on each of your turns.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-shadows_shadowed-performance", "name": "Shadowed Performance", "desc": "Starting at 14th level, you are a master at weaving stories and influencing the minds of your audience. If you perform for at least 1 minute, you can attempt to make or break a creature's reputation by relaying a tale to an audience through song, poetry, play, or other medium. At the end of the performance, choose a number of humanoids who witnessed the entire performance, up to a number equal to 1 plus your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a target suffers one of the following (your choice): \n* For 24 hours, the target believes the tale you told is true and will tell others the tale as if it were truth. \n* For 1 hour, the target believes *someone* nearby knows their darkest secret, and they have disadvantage on Charisma, Wisdom, and Intelligence ability checks and saving throws as they are distracted and overcome with paranoia. \n* The target becomes convinced that you (or one of your allies if you choose to sing the praises of another) are a fearsome opponent. For 1 minute, the target is frightened of you (or your ally), and you (or your ally) have advantage on attack rolls against the target. A *remove curse* or *greater restoration* spell ends this effect early. 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": 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": "Bard", "key": "srd_bard" }, "name": "College of Shadows", "desc": "Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties.\n\nCollege of Shadows bards undergo careful training before they're sent out into the world. Skilled in both music and manipulation, they're the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_college-of-lore", "features": [ { "key": "srd-2024_college-of-lore_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "You gain proficiency with three skills of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_college-of-lore_cutting-words", "name": "Cutting Words", "desc": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_college-of-lore_magical-discoveries", "name": "Magical Discoveries", "desc": "You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\nYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_college-of-lore_peerless-skill", "name": "Peerless Skill", "desc": "When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per College of Lore level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per college of lore 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": "Bard", "key": "srd-2024_bard" }, "name": "College of Lore", "desc": "*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_college-of-lore", "features": [ { "key": "srd_college-of-lore_additional-magical-secrets", "name": "Additional Magical Secrets", "desc": "At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_college-of-lore_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_college-of-lore_cutting-words", "name": "Cutting Words", "desc": "Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_college-of-lore_peerless-skill", "name": "Peerless Skill", "desc": "Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.", "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": "Bard", "key": "srd_bard" }, "name": "College of Lore", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_college-of-lore", "features": [ { "key": "bfrd_bard-lore_bardic-performance-ode-to-heroes", "name": "Bardic Performance: Ode to Heroes", "desc": "You gain the following Bardic Performance option.\n\n## Bardic Performance: Ode to Heroes\n\nYou invoke songs and stories of legend to inspire your allies to new heights of heroism and to intimidate your foes. When you use your Bardic Performance feature, choose STR, DEX, CON, INT, WIS, or CHA. While your performance lasts, allies within range have advantage on ability checks that use that ability and enemies within range have disadvantage on ability checks that use that ability.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard-lore_expanded-talent-list", "name": "Expanded Talent List", "desc": "When you gain a new talent, you can select it from either the magic or the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard-lore_jack-of-all-trades", "name": "Jack of All Trades", "desc": "You make it your business to collect lessons and practical guidance from the stories, songs, and cultures you encounter. You can add half your PB, rounded down, to any ability check you make that doesn't already include your PB.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard-lore_swift-ritual", "name": "Swift Ritual", "desc": "You can cast an Arcane ritual you know as an action, instead of using the ritual's listed casting time. You must still provide all other components necessary for the casting. 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": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard-lore_magical-rites", "name": "Magical Rites", "desc": "You learn two ritual spells of your choice from any source list. Each spell you choose must be of a circle for which you have spell slots, as shown in the Bard Progression table.\n\nThe chosen rituals count as Arcane spells for you and aren't included in the number in the Rituals Known column of the Bard Progression table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard-lore_peerless-skill", "name": "Peerless Skill", "desc": "When you make an ability check and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your ability check. If you succeed on the check, you get to keep the Bardic Inspiration die, but if you fail the check, the die is expended.", "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": "Bard", "key": "bfrd_bard" }, "name": "College of Lore", "desc": "Bards who align with the college of Lore value knowledge most highly. Many from this college are preoccupied with preserving ancient rituals, folklore, and stories—or recovering such things that were lost. These bards glean wisdom from all manner of cultures and sources, allowing them to utilize their magic and talents in novel ways.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-investigation", "features": [ { "key": "toh_college-of-investigation_bardic-instinct", "name": "Bardic Instinct", "desc": "Starting at 6th level, you can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature's attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-investigation_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you join the College of Investigation at 3rd level, you gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-investigation_hot-pursuit", "name": "Hot Pursuit", "desc": "Starting at 14th level, when a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.\n In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark's attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-investigation_quick-read", "name": "Quick Read", "desc": "At 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes' strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature's Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits: \n* The target has disadvantage on attack rolls against you for 1 minute. \n* You have advantage on saving throws against the target's spells and magical effects for 1 minute. \n* You have advantage on attack rolls against the target for 1 minute.", "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": "Bard", "key": "srd_bard" }, "name": "College of Investigation", "desc": "Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_college-of-echoes", "features": [ { "key": "toh_college-of-echoes_alter-sound", "name": "Alter Sound", "desc": "At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you've heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.\n In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects. \n\n***Enhance.*** You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n***Dampen.*** You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n**Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM's discretion, this effect can alter sounds that aren't words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.\n\n***Disrupt.*** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-echoes_echolocation", "name": "Echolocation", "desc": "When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you. At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-echoes_resounding-strikes", "name": "Resounding Strikes", "desc": "Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_college-of-echoes_reverberating-strikes", "name": "Reverberating Strikes", "desc": "At 14th level, your Bardic Inspiration infuses your allies' weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save DC or be knocked prone.", "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": "Bard", "key": "srd_bard" }, "name": "College of Echoes", "desc": "In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_cold-blooded", "features": [ { "key": "toh_cold-blooded_insinuating-serpent", "name": "Insinuating Serpent", "desc": "Starting at 6th level, even when a creature resists your unsettling allure, your presence gets under their skin. When you cast an enchantment or illusion spell using a spell slot of 1st level or higher, and your target succeeds on its saving throw against your spell, your target becomes charmed by you until the start of your next turn. If the spell you cast affects multiple targets, only one of those targets can be affected by this feature.\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_cold-blooded_mirrored-lamina", "name": "Mirrored Lamina", "desc": "Starting at 18th level, when you fail a saving throw against being charmed, frightened, paralyzed, restrained, or stunned by a spell or other magical effect, you can use your reaction to force the creature that cast the spell or created the magical effect to succeed on a saving throw against your spell save DC or suffer the same condition for the same duration.\n If both you and the creature that targeted you are affected by a condition as a result of this feature and that condition allows for subsequent saving throws to end the effect, the condition ends for both of you if either one of you succeeds on a subsequent saving throw.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_cold-blooded_ophidian-metabolism", "name": "Ophidian Metabolism", "desc": "At 1st level, your affinity with serpents grants you a measure of their hardiness. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum 1) + your proficiency bonus before you suffer the effects of starvation. You also have advantage on saving throws against poison and disease.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_cold-blooded_patterned-scales", "name": "Patterned Scales", "desc": "Also at 1st level, when you use magic to trick or deceive, the residual energy of your spell subtly alters how others perceive you. When you cast an illusion spell using a spell slot of 1st level or higher, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks for the duration of the spell and for 10 minutes after the spell's duration ends.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_cold-blooded_spirit-venom", "name": "Spirit Venom", "desc": "At 14th level, you sap the will and resolve of creatures that are under your sway. If you start your turn with at least one creature within 30 feet of you that is currently charmed, frightened, paralyzed, restrained, or stunned by a spell you cast or a magical effect you created, such as from a magic item, you can use your reaction to force each such creature to take 6d4 psychic damage.\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. If you have expended all your uses of this feature, you can spend 5 sorcery points at the start of your turn to use it again.", "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": "Cold-Blooded", "desc": "The serpentfolk slithered across the surface of the world in the primordial times before the warmblooded races became dominant. They worked their will upon the land and ocean and created works to show their mastery of the magical arts. Their artistry did not end with the landscape. They also experimented on any warm-blooded creatures they captured until they had warped and molded the creatures into new and deadly forms.\n\nOne or more of your ancestors was experimented on or an associate of the world's earliest serpentfolk. Your ancestor's natural affinity for magic was nurtured, expanded, and warped by the experimentation of their ophidian masters in order to transform them into something closer to the serpentine ideal. Those alterations made so long ago have waxed in you, allowing you to influence intelligent creatures more easily. Now you must decide if you will follow the serpent's path of dominance and subjugation or if you will fight against their influence and use your power for a greater purpose.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } } ] }