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=-saving_throws&page=2
{ "count": 182, "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-saving_throws&page=3", "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-saving_throws", "results": [ { "key": "bfrd_bard", "features": [ { "key": "bfrd_bard_core-traits", "name": "Core Bard Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Any three skills of your choice|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|One type of musical instrument and two other tools of your choice|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) any simple weapon; (A) a diplomat's pack or (B) an entertainer's pack; (A) a musical instrument or (B) a different tool you are proficient with; plus Leather armor and a dagger|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-inspiration", "name": "Bardic Inspiration", "desc": "You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6.\n\nOnce within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\n\nYou can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest.\n\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "d6" }, { "level": 5, "detail": "d8" }, { "level": 9, "detail": "d10" }, { "level": 14, "detail": "d12" } ], "data_for_class_table": [] }, { "key": "bfrd_bard_spellcasting", "name": "Spellcasting", "desc": "As a conduit for arcane power, you can cast Arcane spells.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Bard Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Bard Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose four 1st-circle spells that you know. Three of these spells must be from the Arcane spell list, but the fourth can be from any source spell list. Regardless of its source, it is an Arcane spell for you.\n\nThe Spells Known column of the Bard Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a bard, you can learn one new Arcane spell of 1st or 2nd circle. The Magical Secrets feature also lets you learn spells from other sources at certain levels.\n\nIn addition, when you gain a level of bard, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n## Rituals\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from any spell list—Arcane, Divine, Primordial, or Wyrd. Regardless of its source, it becomes an Arcane spell for you. You choose more rituals to learn at higher levels, as shown in the Rituals Known column of the Bard 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\n\nYou can use a musical instrument or an arcane focus as a spellcasting focus for your Arcane spells. At your GM's discretion, you can use a suitable tool or object from a different tool kit you are proficient with as a spellcasting focus instead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-performance", "name": "Bardic Performance", "desc": "You weave magic into ongoing performances to produce effects beyond spells. You start with two effects: Celebrate Life and Cutting Words. You gain a new effect at 6th level, and some bard subclasses grant additional effects. Unless stated otherwise, targets must be within 30 feet of you and be able to hear or see you (depending on the type of performance) to be affected.\n\nAs an action, you can use your Bardic Performance feature, choosing which performance effect you create when you do so. Once active, you can continue the performance for up to 1 minute, as long as you spend a bonus action at the start of each of your subsequent turns to maintain it. You can also choose to use your Bardic Inspiration feature as part of the same bonus action required to maintain this performance.\n\nYour performance ends early if you become incapacitated, silenced, use an action to begin a new performance, or choose to end the effect (no action required by you to do so).\n\nYou can use your Bardic Performance feature to start a new performance a number of times equal to your PB, regaining all expended uses when you finish a long rest.\n\n**Bardic Performance: Celebrate Life.** At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.\n\nIn addition, allies within range have advantage on death saves, though they don't need to see or hear you to receive this benefit.\n\n**Bardic Performance: Cutting Words.** At 2nd level you gain a special reaction while your Bardic Performance feature is active. When a creature within range that you can see makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of your Bardic Inspiration feature, rolling the die and subtracting the number rolled from the creature's roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-performance-clarity-of-thought", "name": "Bardic Performance: Clarity of Thought", "desc": "Starting at 6th level, you gain this Bardic Performance option.\n\nWhile using your Bardic Performance feature, allies within 30 feet of you can't be charmed and have advantage on saves against being frightened. If an ally within range is already charmed or frightened when you begin your performance, it has advantage on any saves it makes to end the effect as long as your performance continues.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_expertise", "name": "Expertise", "desc": "Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, you can choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "2" }, { "level": 6, "detail": "4" } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bard-subclass", "name": "Bard Subclass", "desc": "Choose a subclass that reflects the college you align with, either Lore or Victory (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_bard_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_font-of-inspiration", "name": "Font of Inspiration", "desc": "You now regain all expended uses of your Bardic Inspiration feature when you finish a short or long rest.\n\nIn addition, you can now use your Bardic Inspiration dice in a new way. When a creature within 60 feet of you that you can hear or see you fails an ability check, attack roll, or save, you can use your reaction to expend a use of your Bardic Inspiration feature. When you do, roll the Bardic Inspiration die and add the number rolled to the target's check total—potentially turning a failure into a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_magical-secrets", "name": "Magical Secrets", "desc": "You've picked up magical knowledge from just about everywhere. Choose two spells (or cantrips) from any spell list. A spell you choose must be of a circle you can cast with your spell slots, as shown on the Bard Progression table.\n\nThe chosen spells count as Arcane spells for you and are already included in the number in the Spells Known column at these levels on the Bard Progression table.\n\nYou learn two additional spells from any source at 13th level and again at 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null }, { "level": 13, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the bard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Persistent Inspiration.** When a creature adds one of your Bardic Inspiration dice to an ability check, attack roll, or save, and the roll still fails, the die isn't lost and can be used again.\n- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_grand-performance", "name": "Grand Performance", "desc": "Your Bardic Performance feature now affects creatures within 60 feet of you that can hear or see you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the bard's path grants you a powerful new ability. You gain the following epic boon:\n- **Curtain Call.** If you start your turn with no uses of your Bardic Inspiration feature remaining, you can use your bonus action to recover a number of uses equal to your CHA modifier (minimum of 1). This bonus action can be taken as part of the bonus action required to maintain your Bardic Performance feature. 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": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_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_bard_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_bard_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_bard_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "4" }, { "level": 2, "column_value": "5" }, { "level": 3, "column_value": "6" }, { "level": 4, "column_value": "7" }, { "level": 5, "column_value": "8" }, { "level": 6, "column_value": "9" }, { "level": 7, "column_value": "10" }, { "level": 8, "column_value": "11" }, { "level": 9, "column_value": "13" }, { "level": 10, "column_value": "14" }, { "level": 11, "column_value": "15" }, { "level": 12, "column_value": "15" }, { "level": 13, "column_value": "17" }, { "level": 14, "column_value": "18" }, { "level": 15, "column_value": "19" }, { "level": 16, "column_value": "19" }, { "level": 17, "column_value": "20" }, { "level": 18, "column_value": "22" }, { "level": 19, "column_value": "22" }, { "level": 20, "column_value": "22" } ] }, { "key": "bfrd_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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 Bard level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per bard level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Dexterity" } ], "subclass_of": null, "name": "Bard", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "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": "bfrd_ranger", "features": [ { "key": "bfrd_ranger_core-traits", "name": "Core Ranger Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Ranger level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Choose herbalist tools, navigator tools, or trapper tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) scale mail or (B) leather armor; (A) two shortswords or (B) two simple weapons; (A) a dungeoneer's pack or (B) an explorer's pack; plus a longbow and quiver of 20 arrows|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_ranger_explorer", "name": "Explorer", "desc": "Your ability to deal with environmental challenges is unmatched. You gain the following benefits:\n- You gain either a climbing speed or swimming speed equal to your base movement speed.\n- You have advantage on checks to track a creature.\n- Your speed isn't halved when you move through nonmagical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_mystic-mark", "name": "Mystic Mark", "desc": "When you hit a creature with an attack roll, you can mystically mark it as your favored quarry. The creature remains marked for 1 minute, until you use this feature to mark a different creature, or until you become incapacitated.\n\nWhile a creature is marked (including for the attack that triggered the mark), you deal an extra 1d4 damage to it (of the same damage type as the weapon) each time you successfully hit it with a weapon attack.\n\nYou can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest.\n\nThis extra damage increases as you gain ranger levels, becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 6, "detail": "d6" }, { "level": 13, "detail": "d8" }, { "level": 17, "detail": "d10" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Aim\n\n*Requires Wielding a Ranged or Thrown Weapon*\n\nAs a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.\n\n## Quick Strike\n\n*Requires Wielding Two Light Weapons*\n\nAfter you take the Attack action on your turn and attack with a Light melee weapon that you're holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you're holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don't add your ability modifier to the damage of these additional attacks unless the modifier is negative.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_spellcasting", "name": "Spellcasting", "desc": "At 2nd level, you enhance your martial prowess with the ability to cast Primordial spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Ranger Progression table shows how many spells you know and how many Primordial spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell animal friendship and have a 1st-circle and a 2nd-circle spell slot available, you can cast animal friendship using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Primordial spell list that you know.\n\nThe Spells Known column of the Ranger Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 5th level as a ranger, you can learn one new Primordial spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of ranger, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your Primordial spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_ranger-subclass", "name": "Ranger Subclass", "desc": "Choose a subclass that reflects your connection to the natural world, either Hunter or Pack Master (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Calling Spells.** Each ranger subclass has a list of calling spells that you can access as soon as you can cast spells of that circle (as shown in the Ranger Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting a calling spell still expends a Primordial spell slot as normal.\n\nIf one of these spells isn't on the Primordial spell list, it still counts as a Primordial spell for you. You can't replace calling spells when you gain a level of ranger.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from either the martial or the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "2/Attack Action" } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_empowered-mark", "name": "Empowered Mark", "desc": "Your instincts have sharpened, granting you supernatural awareness of your quarry. While a creature marked by your Mystic Mark feature is within 60 feet of you, you know its exact location, and it can't gain advantage on attacks against you as a result of being invisible or otherwise unseen. In addition, when you attack a marked creature within 60 feet of you, an inability to see it doesn't impose disadvantage on your attack rolls against it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_stalkers-step", "name": "Stalker's Step", "desc": "While you are in dim light, darkness, or are lightly obscured or heavily obscured by foliage, mist, or some other natural phenomenon, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. This invisibility ends early if you attack or cast a spell.\n\nYou can use this feature a number of times equal to your PB and regain all uses when you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the ranger's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Path of the Predator.** When you roll initiative, you can expend a use of Mystic Mark to automatically mark one creature you can see, no attack required. In addition, if a marked creature is reduced to 0 HP, you can use your reaction to transfer the mark to a different creature you can see within 60 feet of the original target.\n- **Path of the Sage.** You learn two cantrips of your choice from the Primordial spell list. You also learn two ritual spells of your choice from the Primordial spell list. Both ritual spells must be from circles you have spell slots for, as shown on the Ranger Progression table. Ritual spells learned this way don't count against your total number of spells known. WIS is your spellcasting ability for cantrips and ritual spells learned in this way. When you gain a level of ranger, you can replace one of these cantrips and one of these rituals with another cantrip or ritual spell from the Primordial spell list, as long as the replacement ritual spell is still of a circle you have spell slots for.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_keensense", "name": "Keensense", "desc": "You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_strider", "name": "Strider", "desc": "Your movement never provokes opportunity attacks, and you have advantage on any check made to resist an effect that would cause you to become grappled, restrained, or paralyzed or that would otherwise reduce your movement speed to 0 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the ranger's path grants you a powerful new ability. You gain the following epic boon:\n- **Foe Slayer.** You can add your WIS modifier to either the attack roll or the damage roll of each attack you make against a creature marked by your Mystic Mark on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_ranger_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_ranger_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_ranger_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_ranger_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Ranger", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_rogue", "features": [ { "key": "bfrd_rogue_core-traits", "name": "Core Rogue Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Rogue level|\n|Saving Throw Proficiencies|Dexterity and Intelligence|\n|Skill Proficiencies|Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|Thieves' tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) a shortsword; (A) a shortbow and quiver of 20 arrows or (B) a shortsword; (A) a burglar's pack, (B) a dungeoneer's pack, or (C) an explorer's pack; plus Leather armor, two daggers, and a set of thieves' tools|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_rogue_expertise", "name": "Expertise", "desc": "Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "2" }, { "level": 6, "detail": "4" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_sneak-attack", "name": "Sneak Attack", "desc": "You know how to strike subtly and exploit a foe's distraction. Once on your turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The weapon you use must have the Finesse property or be a ranged weapon.\n\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\n\nThe amount of your extra damage you deal increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Progression table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_thieves-cant", "name": "Thieves' Cant", "desc": "During your rogue training, you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature who knows Thieves' Cant understands such messages. It takes four times longer to convey a message in Thieves' Cant than it does to speak the same idea plainly.\n\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether people in an area are easy marks or will provide a safe house for thieves on the run.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_cunning-action", "name": "Cunning Action", "desc": "Your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dash, Disengage, or Hide action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_rogue-subclass", "name": "Rogue Subclass", "desc": "Choose a subclass that represents your specialized set of skills, either Enforcer or Thief (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_uncanny-dodge", "name": "Uncanny Dodge", "desc": "When an attacker that you can see hits you with an attack, you can use your reaction to reduce the attack's damage against you by half.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_evasion", "name": "Evasion", "desc": "You can dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_reliable-talent", "name": "Reliable Talent", "desc": "You have refined your chosen skills until they approach perfection. When you make an ability check with a skill, tool, or vehicle that you have proficiency with, treat a d20 roll of 9 or lower as if you rolled a 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the rogue's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Escape Artist.** When you are subjected to an effect that allows you to make any kind of save (including DEX saves) to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.\n- **Jack of All Trades.** When you gain a new talent, you can choose it from any talent list. Immediately gain one talent of your choice (that you meet the prerequisites for) when you gain this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_precise-critical", "name": "Precise Critical", "desc": "You score a critical hit on a d20 roll of 19 or 20 with ranged weapons and weapons with the Finesse property. In addition, you can roll one additional weapon damage die (not an additional Sneak Attack die) when determining the extra damage for a critical hit with a ranged weapon attack or attack made with a Finesse weapon.\n\nThis extra damage increases to two additional dice at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "1 Die" }, { "level": 17, "detail": "2 Dice" } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_keensense", "name": "Keensense", "desc": "You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_elusive", "name": "Elusive", "desc": "You are so evasive that attackers rarely gain the upper hand against you. While you aren't incapacitated, attack rolls can't have advantage against you, regardless of the source of advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the rogue's path grants you a powerful new ability. You gain the following epic boon:\n- **Stroke of Luck.** You have got it when it counts. If your attack misses a target within normal range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_rogue_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_rogue_sneak-attack-die", "name": "Sneak Attack", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 2, "column_value": "1d6" }, { "level": 3, "column_value": "2d6" }, { "level": 4, "column_value": "2d6" }, { "level": 5, "column_value": "3d6" }, { "level": 6, "column_value": "3d6" }, { "level": 7, "column_value": "4d6" }, { "level": 8, "column_value": "4d6" }, { "level": 9, "column_value": "5d6" }, { "level": 10, "column_value": "5d6" }, { "level": 11, "column_value": "6d6" }, { "level": 12, "column_value": "6d6" }, { "level": 13, "column_value": "7d6" }, { "level": 14, "column_value": "7d6" }, { "level": 15, "column_value": "8d6" }, { "level": 16, "column_value": "8d6" }, { "level": 17, "column_value": "9d6" }, { "level": 18, "column_value": "9d6" }, { "level": 19, "column_value": "10d6" }, { "level": 20, "column_value": "10d6" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Rogue level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per rogue level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Intelligence" } ], "subclass_of": null, "name": "Rogue", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "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": "srd-2024_barbarian", "features": [ { "key": "srd-2024_barbarian_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 Barbarian 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_barbarian_barbarian-subclass", "name": "Barbarian Subclass", "desc": "You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_brutal-strike", "name": "Brutal Strike", "desc": "If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.\n\n**Forceful Blow.** The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.\n\n**Hamstring Blow.** The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time the most recent one.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_core-traits", "name": "Core Barbarian Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_danger-sense", "name": "Danger Sense", "desc": "You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_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_barbarian_fast-movement", "name": "Fast Movement", "desc": "Your speed increases by 10 feet while you aren't wearing Heavy armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_feral-instinct", "name": "Feral Instinct", "desc": "Your instincts are so honed that you have Advantage on Initiative rolls.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_improved-brutal-strike", "name": "Improved Brutal Strike", "desc": "You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.\n\n**Staggering Blow.** The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.\n\n**Sundering Blow.** Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_improved-brutal-strike-enhanced", "name": "Improved Brutal Strike (Enhanced)", "desc": "The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_indomitable-might", "name": "Indomitable Might", "desc": "If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_instinctive-pounce", "name": "Instinctive Pounce", "desc": "As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_persistent-rage", "name": "Persistent Rage", "desc": "When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.\n\nIn addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_primal-champion", "name": "Primal Champion", "desc": "You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_primal-knowledge", "name": "Primal Knowledge", "desc": "You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.\n\nIn addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_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_barbarian_rage", "name": "Rage", "desc": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.\n\nYou can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhile active, your Rage follows the rules below. *Damage Resistance.* You have Resistance to Bludgeoning, Piercing, and Slashing damage.\n\n**Rage Damage.** When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.\n\n**Strength Advantage.** You have Advantage on Strength checks and Strength saving throws.\n\n**No Concentration or Spells.** You can't maintain Concentration, and you can't cast spells.\n\n**Duration.** The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:\n- Make an attack roll against an enemy.\n- Force an enemy to make a saving throw.\n- Take a Bonus Action to extend your Rage.\n\nEach time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_rage-damage", "name": "Rage Damage", "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": "+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": "+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": "+2" }, { "level": 5, "column_value": "+2" }, { "level": 6, "column_value": "+2" }, { "level": 7, "column_value": "+2" }, { "level": 8, "column_value": "+2" }, { "level": 9, "column_value": "+3" } ] }, { "key": "srd-2024_barbarian_rages", "name": "Rages", "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": "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": "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": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_barbarian_reckless-attack", "name": "Reckless Attack", "desc": "You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_relentless-rage", "name": "Relentless Rage", "desc": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_unarmored-defense", "name": "Unarmored Defense", "desc": "While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_barbarian_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": "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" } ] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Barbarian level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per barbarian 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": "Constitution" }, { "name": "Strength" } ], "subclass_of": null, "name": "Barbarian", "desc": "", "hit_dice": "D12", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_sorcerer", "features": [ { "key": "srd-2024_sorcerer_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 Sorcerer 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_sorcerer_arcane-apotheosis", "name": "Arcane Apotheosis", "desc": "While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_cantrips", "name": "Cantrips", "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": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "4" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd-2024_sorcerer_core-traits", "name": "Core Sorcerer Traits", "desc": "|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_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_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.\n\nYou have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.\n\nYou can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.\n\n**Converting Spell Slots to Sorcery Points.** You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).\n\n**Creating Spell Slots.** As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.\n\nAny spell slot you create with this feature vanishes when you finish a Long Rest.\n\nTable: Creating Spell Slots\n\n|Spell Slot Level|Sorcery Point Cost|Min. Sorcerer Level|\n|---|---|---|\n|1|2|2|\n|2|3|3|\n|3|5|5|\n|4|6|7|\n|5|7|9|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_innate-sorcery", "name": "Innate Sorcery", "desc": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\n\n- The spell save DC of your Sorcerer spells increases by 1.\n- You have Advantage on the attack rolls of Sorcerer spells you cast.\n\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_metamagic", "name": "Metamagic", "desc": "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \"Metamagic Options\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.\n\nYou can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.\n\nWhenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_metamagic-options", "name": "Metamagic Options", "desc": "The following options are available to your Metamagic feature. The options are presented in alphabetical order.\n\n### Careful Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\n\n### Distant Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.\n\n### Empowered Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n### Extended Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.\n\n### Heightened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.\n\n### Quickened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\n\n### Seeking Spell\n\n*Cost: 1 Sorcery Point*\n\nIf you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n Subtle Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\n\n### Transmuted Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\n\n### Twinned Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, such as *Charm Person*, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "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": "4" }, { "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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_sorcerer-spell-list", "name": "Sorcerer Spell List", "desc": "This section presents the Sorcerer 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 Sorcerer Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Acid Splash|Evocation|—|\n|Chill Touch|Necromancy|—|\n|Dancing Lights|Illusion|C|\n|Elementalism|Transmutation|—|\n|Fire Bolt|Evocation|—|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Poison Spray|Necromancy|—|\n|Prestidigitation|Transmutation|—|\n|Ray of Frost|Evocation|—|\n|Shocking Grasp|Evocation|—|\n|Sorcerous Burst|Evocation|—|\n|True Strike|Divination|—|\n\nTable: Level 1 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Burning Hands|Evocation|—|\n|Charm Person|Enchantment|—|\n|Chromatic Orb|Evocation|M|\n|Color Spray|Illusion|—|\n|Comprehend Languages|Divination|R|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Expeditious Retreat|Transmutation|C|\n|False Life|Necromancy|–|\n|Feather Fall|Transmutation|—|\n|Fog Cloud|Conjuration|C|\n|Grease|Conjuration|—|\n|Ice Knife|Conjuration|—|\n|Jump|Transmutation|—|\n|Mage Armor|Abjuration|—|\n|Magic Missile|Evocation|—|\n|Ray of Sickness|Necromancy|—|\n|Shield|Abjuration|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Thunderwave|Evocation|—|\n\nTable: Level 2 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Alter Self|Transmutation|C|\n|Blindness/Deafness|Transmutation|—|\n|Blur|Illusion|C|\n|Darkness|Evocation|C|\n|Darkvision|Transmutation|—|\n|Detect Thoughts|Divination|C|\n|Dragon's Breath|Transmutation|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Flame Blade|Evocation|C|\n|Flaming Sphere|Evocation|C|\n|Gust of Wind|Evocation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Levitate|Transmutation|C|\n|Magic Weapon|Transmutation|—|\n|Mirror Image|Illusion|—|\n|Misty Step|Conjuration|—|\n|Scorching Ray|Evocation|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Spider Climb|Transmutation|C|\n|Suggestion|Enchantment|C|\n|Web|Conjuration|C|\n\nTable: Level 3 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blink|Transmutation|—|\n|Clairvoyance|Divination|C, M|\n|Counterspell|Abjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Fireball|Evocation|—|\n|Fly|Transmutation|C|\n|Gaseous Form|Transmutation|C|\n|Haste|Transmutation|C|\n|Hypnotic Pattern|Illusion|C|\n|Lightning Bolt|Evocation|—|\n|Major Image|Illusion|C|\n|Protection from Energy|Abjuration|C|\n|Sleet Storm|Conjuration|C|\n|Slow|Transmutation|C|\n|Stinking Cloud|Conjuration|C|\n|Tongues|Divination|—|\n|Vampiric Touch|Necromancy|C|\n|Water Breathing|Transmutation|R|\n|Water Walk|Transmutation|R|\n\nTable: Level 4 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Banishment|Abjuration|C|\n|Blight|Necromancy|—|\n|Charm Monster|Enchantment|—|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Dominate Beast|Enchantment|C|\n|Fire Shield|Evocation|—|\n|Greater Invisibility|Illusion|C|\n|Ice Storm|Evocation|—|\n|Polymorph|Transmutation|C|\n|Stoneskin|Transmutation|C, M|\n|Vitriolic Sphere|Evocation|—|\n|Wall of Fire|Evocation|C|\n\nTable: Level 5 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Arcane Hand|Evocation|C|\n|Cloudkill|Conjuration|C|\n|Cone of Cold|Evocation|—|\n|Creation|Illusion|—|\n|Dominate Person|Enchantment|C|\n|Hold Monster|Enchantment|C|\n|Insect Plague|Conjuration|C|\n|Seeming|Illusion|—|\n|Telekinesis|Transmutation|C|\n|Teleportation Circle|Conjuration|M|\n|Wall of Stone|Evocation|C|\n\nTable: Level 6 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Chain Lightning|Evocation|—|\n|Circle of Death|Necromancy|M|\n|Disintegrate|Transmutation|—|\n|Eyebite|Necromancy|C|\n|Flesh to Stone|Transmutation|C|\n|Freezing Sphere|Evocation|—|\n|Globe of Invulnerability|Abjuration|C|\n|Mass Suggestion|Enchantment|—|\n|Move Earth|Transmutation|C|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|||\n\nTable: Level 7 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Delayed Blast Fireball|Evocation|C|\n|Etherealness|Conjuration|—|\n|Finger of Death|Necromancy|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Prismatic Spray|Evocation|—|\n|Reverse Gravity|Transmutation|C|\n|Teleport|Conjuration|—|\n\nTable: Level 8 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Demiplane|Conjuration|—|\n|Dominate Monster|Enchantment|C|\n|Earthquake|Transmutation|C|\n|Incendiary Cloud|Conjuration|C|\n|Power Word Stun|Enchantment|—|\n|Sunburst|Evocation|—|\n\nTable: Level 9 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Gate|Conjuration|C, M|\n|Meteor Swarm|Evocation|—|\n|Power Word Kill|Enchantment|—|\n|Time Stop|Transmutation|—|\n|Wish|Conjuration|—|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcerer-subclass", "name": "Sorcerer Subclass", "desc": "You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcerous-restoration", "name": "Sorcerous Restoration", "desc": "When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). 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": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcery-incarnate", "name": "Sorcery Incarnate", "desc": "If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\n\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_sorcerer_spellcasting", "name": "Spellcasting", "desc": "Drawing from your innate magic, you can cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.\n\n**Cantrips.** You know four Sorcerer cantrips of your choice. *Light*, *Prestidigitation*, *Shocking Grasp*, and *Sorcerous Burst* are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.\n\nWhen you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.\n\n**Spell Slots.** The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. *Burning Hands* and *Detect Magic* are recommended.\n\nThe number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.\n\nIf another Sorcerer 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 Sorcerer spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells.\n\n**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_barbarian", "features": [ { "key": "srd_barbarian_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_barbarian_brutal-critical", "name": "Brutal Critical", "desc": "Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "2 dice" }, { "level": 17, "detail": "3 dice" }, { "level": 9, "detail": "1 dice" } ], "data_for_class_table": [] }, { "key": "srd_barbarian_danger-sense", "name": "Danger Sense", "desc": "At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a greataxe or (*b*) any martial melee weapon\r\n* (*a*) two handaxes or (*b*) any simple weapon\r\n* An explorer’s pack and four javelins", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_barbarian_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_fast-movement", "name": "Fast Movement", "desc": "Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_feral-instinct", "name": "Feral Instinct", "desc": "By 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_indomitable-might", "name": "Indomitable Might", "desc": "Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_persistent-rage", "name": "Persistent Rage", "desc": "Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_primal-champion", "name": "Primal Champion", "desc": "At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_primal-path", "name": "Primal Path", "desc": "At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_barbarian_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_barbarian_rage", "name": "Rage", "desc": "In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\r\n* You have advantage on Strength checks and Strength saving throws.\r\n* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.\r\n* You have resistance to bludgeoning, piercing, and slashing damage. \r\n\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_rage-damage", "name": "Rage Damage", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "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": "+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": "+2" }, { "level": 5, "column_value": "+2" }, { "level": 6, "column_value": "+2" }, { "level": 7, "column_value": "+2" }, { "level": 8, "column_value": "+2" }, { "level": 9, "column_value": "+3" } ] }, { "key": "srd_barbarian_rages", "name": "Rages", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "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": "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": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "Unlimited" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_barbarian_reckless-attack", "name": "Reckless Attack", "desc": "Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_relentless-rage", "name": "Relentless Rage", "desc": "Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n\r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_barbarian_unarmored-defense", "name": "Unarmored Defense", "desc": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Barbarian level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per barbarian 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": "Barbarian", "desc": "", "hit_dice": "D12", "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": "srd_sorcerer", "features": [ { "key": "srd_sorcerer_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_sorcerer_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": "4" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "4" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd_sorcerer_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* Two daggers", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_metamagic", "name": "Metamagic", "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 17, "detail": null }, { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_sorcerous-origin", "name": "Sorcerous Origin", "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcerous-restoration", "name": "Sorcerous Restoration", "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd_sorcerer_spellcasting", "name": "Spellcasting", "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] }, { "key": "srd_sorceror_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows\r\n**Tools:** None\r\n**Saving Throws:** Constitution, Charisma\r\n**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "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": "bfrd_vanguard", "features": [ { "key": "bfrd_vanguard_core-traits", "name": "Core Vanguard Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D12 per Vanguard level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Persuasion|\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) five javelins or (B) any simple melee weapon; (A) a diplomat's pack or (B) an explorer's pack|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_vanguard_born-leader", "name": "Born Leader", "desc": "Vanguards are natural leaders whose very presence inspires greatness in those around them. This inspiration can take many forms, but it is always tied to the values that drive a vanguard to fight and, by extension, to lead. Choose the quality that best represents your leadership with one of the following.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is inspired by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon deals extra damage of the weapon's type equal to your PB. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Intimidation skill. If you are already proficient, double your PB instead for checks made with that skill.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you gains a bonus equal to your PB on the first save it makes before the start of its next turn. If a creature must make a save at the end of its turn from an ongoing effect, it can gain this bonus on that save if it ends its turn within 5 feet of you. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Persuasion skill. If you are already proficient, double your PB instead for checks made with that skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_war-banner", "name": "War Banner", "desc": "When circumstances turn dire, you can conjure a mystical banner that enhances nearby allies or hinders encroaching enemies. You decide the exact appearance of the banner, but it typically resembles a battle standard emblazoned with your coat of arms or similar symbol that represents you in battle.\n\nYou start with two banner effects: **Banner of Mercy** and **Black Flag**. You gain a new effect at 6th level, and some vanguard subclasses grant additional effects (see Vanguard Subclass). Unless stated otherwise, creatures must be within 15 feet of the banner (15-foot-radius sphere) and able to see the banner to be affected by it.\n\nAs an action, while engaged in encounter gameplay (while in initiative order), you can plant a War Banner in an unoccupied space within 5 feet of you, choosing which banner effect you create when you do so. Once placed, the banner remains active for 1 minute. While active, the banner can't be moved from its space, physically interacted with, or damaged by any means. Creatures can freely move through the banner's space without impediment. The banner can't be targeted by spells or effects, and it doesn't count as any kind of item for the purposes of targeting.\n\nThe banner disappears and any of its active effects end early if you become incapacitated, use an action to place a new banner, move more than 120 feet away from the banner, or choose to end the effect (no action required).\n\nYou can use your War Banner feature to create a banner a number of times equal to your PB, regaining all expended uses when you finish a long rest. You can't have more than one banner active at any one time. If you create a second banner while the first is still active, the first banner disappears.\n\n## War Banner: Banner of Mercy\n\nYou create a banner that shields your allies from harm. When you create this banner, it appears with a number of hit points equal to 10 × your vanguard level. When you or a friendly creature you can see within the banner's range takes damage, you can cause the banner to take any amount of that damage instead of the target (no action required). You can't cause the banner to take more damage than its current hit points. The banner can be used to reduce only damage from attacks that specifically target a creature, not area of effect attacks or spells, such as fireball.\n\nIf the banner is reduced to 0 HP, it is destroyed, and its effect immediately ends.\n\n## War Banner: Black Flag\n\nYou create a banner that spurs your allies to give no quarter. When you or a friendly creature miss with an attack made against a creature you can see within the banner's range, the attacker can choose to reroll the attack. This feature can be used only to reroll attacks made during the attacker's turn, and it can't be used more than once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_war-banner-lucky-colors", "name": "War Banner: Lucky Colors", "desc": "Starting at 6th level, you gain this third War Banner option.\n\nWhen you create this banner, it appears with a number of Luck equal to your CHA modifier (minimum of 1). Each time a friendly creature within the banner's range gains Luck, the banner gains the same amount of Luck, adding to its current total. The banner has no limit to the amount of Luck it can have at any one time.\n\nIf you choose to allow it, a friendly creature within the banner's range can spend Luck from the banner to modify a roll as if that creature had that Luck (see Luck Rules in the Player's Guide), which reduces the banner's total by the amount spent. A creature can use any combination of Luck it has accumulated normally and Luck from the banner to modify a roll, but it can't spend more than 5 Luck to modify the same roll. You must follow all other normal rules and restrictions when spending Luck from the banner.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_stratagems", "name": "Stratagems", "desc": "Your leadership and strategic knowledge allow you and your allies to perform martial tactics called stratagems that can turn the tide of battle in your favor. When you gain this feature at 2nd level, you learn two stratagems of your choice. Stratagem options are detailed at the end of the vanguard class description (see Stratagems). At certain vanguard levels, you learn additional stratagems of your choice, as shown in the Stratagems Known column of the Vanguard Progression table.\n\nIn addition, when you gain a level in this class, you can choose one stratagem you know and replace it with another stratagem that you meet the prerequisites for.\n\nUnless otherwise noted, you can use only one stratagem on your turn, and creatures must be able to hear or see you to be targeted by your stratagems. You can use this feature to issue a number of stratagems equal to your CHA modifier, and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_support-action", "name": "Support Action", "desc": "Your honed situational awareness allows you to act quickly on the battlefield. As a bonus action, you can take the Disengage or Help action (see Actions in Combat in Player's Guide) or perform a weapon option (see Weapon Options in Player's Guide).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_vanguard-subclass", "name": "Vanguard Subclass", "desc": "Choose a subclass that represents your leadership archetype: Bulwark, Herald, or Marshal (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_vanguard_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 (see Player's Guide).", "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_vanguard_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_vanguard_superior-stratagems", "name": "Superior Stratagems", "desc": "You now regain all expended uses of your Stratagems feature when you finish a short or long rest.\n\nIn addition, you can now use your stratagems, specifically those that require an action to perform, when you take the Attack action. To do so, you must replace one of the attacks granted by your Multiattack with the use of an eligible stratagem.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_manifold-tactic", "name": "Manifold Tactic", "desc": "You can now use up to two different stratagems on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the vanguard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Battle Standard.** When initiative is rolled, you can use your War Banner feature to place a banner within 5 feet of your starting position without expending a use of the feature. You can't use this ability if you are surprised.\n- **Combat Ingenuity.** Learn two additional stratagems (see Stratagems feature) of your choice. These don't count against your total stratagems known. When you gain a level in vanguard, you can choose to replace these stratagems as you would any other.\n- **Force of Personality.** Whenever you make an ability check with a skill, tool, or vehicle that you are proficient with, you can use your CHA modifier to calculate the check result instead of whatever ability modifier would normally apply.\n- **Unwavering Resolve.** When you roll an ability check or save to avoid becoming frightened or charmed, you can treat a roll of 9 or less as if you had rolled a 10 on the die. You gain the same benefit on checks made to end ongoing effects of the same types.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_valiant-commander", "name": "Valiant Commander", "desc": "Your leadership capabilities are unparalleled. Gain one of the following benefits based on the Born Leader feature choice you made at 1st level.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is empowered by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon now deals extra damage of the weapon's type equal to your PB + your CHA modifier. In addition, whenever you make a check with the Intimidation skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you now gains a bonus equal to your PB on all saves it makes before the start of its next turn. In addition, whenever you make a check with the Persuasion skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_battlefield-resolve", "name": "Battlefield Resolve", "desc": "When you roll initiative and have no uses of your Stratagems feature remaining, you regain a number of uses equal to half your CHA modifier rounded down (minimum of 1).\n\nIn addition, when you roll a 20 on an attack roll or save, you regain 1 expended use of your Stratagem feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_banner-improvements", "name": "Banner Improvements", "desc": "Banners you create with your War Banner feature can now affect creatures within 30 feet instead of 15 feet. Creatures within the banner's range no longer have to see the banner to be affected by it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_stand-together", "name": "Stand Together", "desc": "Your true strength lies in fighting beside your companions. You and friendly creatures within 5 feet of you have a cumulative +1 bonus to attack rolls and saves for each space within 5 feet of you occupied by at least one friendly creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the vanguard's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Enduring Art.** You can issue an unlimited number of stratagems (see Stratagems feature) on your turn, but you still must expend the necessary uses of the feature to do so.\n- **Strategist's Art.** If you start your turn with no uses of your Stratagems feature remaining, as either an action or a bonus action, you can recover a number of uses equal to your CHA modifier (minimum of 1). Once you use this feature, you can't do so again until you finish a long rest.\n- **Warlord's Art.** Whenever you or a friendly creature deal damage with an attack performed as part of a stratagem (see Stratagems feature), the attacker automatically deals the maximum possible damage. Damage dealt in this way ignores all damage resistances and immunities.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_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_vanguard_stratagems-known", "name": "Stratagems Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "—" }, { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "5" }, { "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": "10" }, { "level": 20, "column_value": "10" } ] }, { "key": "bfrd_vanguard_stratagem-options", "name": "Stratagem Options", "desc": "This section lists the stratagems available for vanguards to learn. Each option lists the type of action required and provides a description for how the stratagem works, including any targets.\n\nStratagem options appear in alphabetical order.\n\n### Bolster\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you fails a save, you can allow that creature to reroll the save and add your CHA modifier to the result. The target must take the result of the new roll.\n\n### Charge\n\n*Action Type: Action*\n\nYou designate one creature that you can see, and you move up to your speed in a straight line toward that creature. When you do so, any friendly creature within 15 feet of your starting position can use its reaction to also move up to its speed in a straight line toward that creature.\n\n### Close Ranks\n\n*Action Type: Action*\n\nYou command allies to tighten their formation. Until the start of your next turn, friendly creatures within 15 feet of you are immune to critical hits and can't be forced to move against their will. You have the same benefits while at least one friendly is in range.\n\n### Coordinated Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target you can see, adding your CHA modifier as a bonus to the attack roll. If the attack hits, you can direct one willing creature within 15 feet of the target to use its reaction to move up to 15 feet toward the target and make a single attack against the target, adding your CHA modifier as a bonus to its attack roll.\n\n### Counterstrike\n\n*Action Type: Reaction*\n\nAs a reaction when a hostile creature that you can see within 15 feet of you makes an attack against a friendly creature that you can see, you can move up to your speed toward the attacker and make a single melee weapon attack against it (if the target is within your reach).\n\n### Flank Position\n\n*Action Type: Action*\n\nYou create an opening for one of your allies. When you do so, designate one hostile creature within 5 feet of you and one friendly creature that can see or hear you within 30 feet of you. Until the start of your next turn, that friendly creature has advantage on all attack rolls made against that hostile creature while you remain within 5 feet of the hostile creature.\n\n### Goading Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target within 5 feet of you, adding your CHA modifier as a bonus to the attack roll. If the attack hits, the target has disadvantage on attack rolls against any creature within 5 feet of you (other than you) until the end of its next turn.\n\n### Inspiring Bellow\n\n*Action Type: Bonus Action*\n\nYou target one creature within 30 feet of you that can see or hear you. The target regains a number of hit points equal to your vanguard level + your CHA modifier.\n\n### Marching Orders\n\n*Action Type: Bonus Action*\n\nYou allow up to two friendly creatures that can see or hear you to move up to half their speed without provoking opportunity attacks from creatures within 5 feet of you.\n\n### Marshal Tactics\n\n*Action Type: Bonus Action*\n\nYou allow one friendly creature within 30 feet of you that can see or hear you to use its reaction to make a single weapon attack or cast a cantrip.\n\n### Raise Guard\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you would be hit by an attack from a creature that you can see, you can grant the friendly creature a bonus to its AC equal to your CHA modifier, potentially turning a hit into a miss. Whether the attack hits or misses, the target retains the AC bonus until the start of your next turn.\n\n### Rally\n\n*Action Type: Action*\n\nYou inspire wounded allies to fight through their injuries. Each conscious friendly creature within 15 feet of you that can see or hear you gains temporary hit points equal to your PB + your CHA modifier.\n\n### Surround\n\n*Action Type: Action*\n\nYou command allies to surround a foe to prevent it from escaping. When you do so, choose one Huge or smaller creature you can see within 5 feet of you. Until the start of your next turn, the target's speed is reduced by 10 feet for each friendly creature (other than you) within 5 feet of the target, reducing the target's speed to no lower than 0 feet. This benefit ends early if you move more than 5 feet away from the target.\n\n### Tactical Reposition\n\n*Action Type: Bonus Action*\n\nYou switch positions with one willing creature that you can see within 10 feet of you. This movement doesn't provoke opportunity attacks and doesn't count against your available movement for the turn. To target a creature with this stratagem, neither you nor your target can be grappled, restrained, or otherwise unable to move.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Vanguard level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per vanguard level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Vanguard", "desc": "", "hit_dice": "D12", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_barbarian", "features": [ { "key": "bfrd_barbarian_core-traits", "name": "Core Barbarian Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a greataxe or (B) any martial melee weapon; (A) two handaxes or (B) any simple weapon; plus an explorer's pack and four javelins|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_barbarian_rage", "name": "Rage", "desc": "In battle, you fight with primal ferocity. On your turn, you can rage as a bonus action.\n\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\n- You have advantage on STR ability checks and saves.\n- When you make a melee weapon attack using STR, you gain a bonus to the damage roll, which increases as you gain levels as a barbarian (as shown in the Rage Damage column of the Barbarian Progression table). The damage type of this extra damage matches that of the weapon used to deal it.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nIf you can cast spells, you can't cast them or concentrate on them while raging.\n\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage from a hostile creature since the start of your last turn. You can also end your rage early with a bonus action on your turn.\n\nYou can rage a number of times equal to the number listed in the Barbarian Progression table. You regain all expended uses of Rage when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_unarmored-defense", "name": "Unarmored Defense", "desc": "While you aren't wearing any armor, your AC equals 13 + your CON modifier. (DEX doesn't factor into your AC for this class feature.) You can use a shield and still gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_danger-sense", "name": "Danger Sense", "desc": "You gain an uncanny sense of impending danger, giving you an edge when avoiding harm. You have advantage on DEX saves while you aren't blinded, deafened, or incapacitated.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_reckless-attack", "name": "Reckless Attack", "desc": "You can throw aside concern for defense in favor of ferocious attack. When you make an attack on your turn, you can decide to do it recklessly. Doing so gives you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage 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_barbarian_barbarian-subclass", "name": "Barbarian Subclass", "desc": "Choose a subclass that reflects the path you walk, either Berserker or Wild Fury (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_barbarian_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_barbarian_fast-movement", "name": "Fast Movement", "desc": "Your speed increases by 10 feet while you aren't wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_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_barbarian_feral-instinct", "name": "Feral Instinct", "desc": "Your honed instincts give you advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, if you enter a rage before doing anything else on that turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_brutal-critical", "name": "Brutal Critical", "desc": "You score a critical hit on a d20 roll of 19 or 20 with melee weapons and unarmed strikes. You also roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\n\nThis extra damage increases to two additional dice at 13th level and three additional dice at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": "1 Die" }, { "level": 13, "detail": "2 Dice" }, { "level": 17, "detail": "3 Dice" } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the barbarian's path grants you a powerful ability. Choose one of the following heroic boons:\n- **Instant Rage.** You can rage (no bonus action required) when you roll initiative and use your Fast Movement feature, if you have at least one use of Rage left to expend.\n- **Stubborn Rage.** Your rage ends only when its duration expires, you fall unconscious, or you choose to end it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_relentless-rage", "name": "Relentless Rage", "desc": "Your rage lets you shrug off even lethal wounds. While raging, if you are reduced to 0 hit points, you can make a DC 10 CON save. On a success, you don't fall unconscious until your current rage ends. You still make death saves and can be killed outright if you take damage from a single source equal to your hit point maximum. Even if you fail three death saves during your rage, you only die if you end your turn with 0 hit points.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_unyielding-might", "name": "Unyielding Might", "desc": "You have perfected the application of might and mettle. You gain the following benefits:\n- When you make an ability check or save using STR or CON, treat any d20 roll of 9 or lower as a 10.\n- Your melee weapon attacks deal additional damage, equal to your STR score, to objects and structures.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the barbarian's path grants you a powerful new ability. You gain the following epic boon:\n- **Primal Champion.** You embody untamed power. Your STR and CON scores each increase by 4. Your maximum for those scores is now 24.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_barbarian_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_barbarian_rages", "name": "Rages", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "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": "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": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 20, "column_value": "Unlimited" } ] }, { "key": "bfrd_barbarian_rage-damage", "name": "Rage Damage", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "+2" }, { "level": 6, "column_value": "+2" }, { "level": 7, "column_value": "+2" }, { "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": "+4" }, { "level": 17, "column_value": "+4" }, { "level": 18, "column_value": "+4" }, { "level": 19, "column_value": "+4" }, { "level": 20, "column_value": "+5" } ] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Barbarian level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per barbarian 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": "Barbarian", "desc": "", "hit_dice": "D12", "caster_type": "NONE", "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": "bfrd_sorcerer", "features": [ { "key": "bfrd_sorcerer_core-traits", "name": "Core Sorcerer Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) an arcane focus; (A) a dungeoneer's pack or (B) an explorer's pack; plus two daggers|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "You begin to draw from an internal wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n\n## Sorcery Points\n\nYou start with 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Progression table. You can never have more sorcery points than shown in the table for your level. You regain all spent sorcery points when you finish a long rest.\n\n## Flexible Casting\n\nYou can sacrifice spell slots to gain additional sorcery points or use your sorcery points to gain additional spell slots. You learn other ways to use your sorcery points as you reach higher levels.\n\n*Converting a Spell Slot to Sorcery Points.* As a bonus action, you can expend one Arcane spell slot and gain a number of sorcery points equal to the spell slot's circle.\n\n*Creating Spell Slots.* You can spend sorcery points to gain one Arcane spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given circle. You can create spell slots no higher than 5th circle with this feature, and the spell slots you create vanish when you finish a long rest.\n\n|Spell Slot Circle|Sorcery Point Cost|\n|---|---|\n|1st|2|\n|2nd|3|\n|3rd|5|\n|4th|6|\n|5th|7|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_spellcasting", "name": "Spellcasting", "desc": "As a conduit for arcane power, you can cast Arcane spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Sorcerer Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Sorcerer Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Arcane spell list to learn.\n\nThe Spells Known column of the Sorcerer Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a sorcerer, you can learn one new Arcane spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of sorcerer, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- **Spell save DC** = 8 + your proficiency bonus (PB) + your CHA modifier\n- **Spell attack modifier** = your proficiency bonus (PB) + your CHA modifier\n\n## Spellcasting Focus\n\nYou can use an arcane focus as a spellcasting focus for your Arcane spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_metamagic", "name": "Metamagic", "desc": "You gain the ability to twist your spells to suit your needs in the moment. You start with two of the following Metamagic feature options of your choice. You gain another option at 6th, 13th, and 18th levels.\n\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. To alter a spell with metamagic, a spell must count as an Arcane spell for you. When your sorcerer level grants you the Improvement feature, you can replace one Metamagic option you know with a different Metamagic option from this list.\n\n## Careful Spell\n\nWhen you cast a spell that forces creatures to make a save, you can spend 1 sorcery point to exclude some of them from the effect. When you do, choose a number of those creatures up to half your sorcerer level (rounded up). A chosen creature automatically succeeds on its save and takes no damage from the spell.\n\nYou can use the Careful Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Distant Spell\n\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 100 feet. Spells with a range of touch instead have their range increased to 30 feet.\n\n## Empowered Spell\n\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your CHA modifier (minimum of one). You must use the new roll results.\n\nYou can use the Empowered Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Enlarged Spell\n\nWhen you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell's area of effect in one of the following ways (depending on the shape of the spell effect):\n- Circle, Cylinder, or Sphere. The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).\n- Cone. The cone's size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).\n- Cube. The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).\n- Line. The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).\n\n## Extended Spell\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration to 10 minutes. Spells with a duration of 10 minutes or longer instead have their duration doubled, to a maximum duration of 24 hours.\n\n## Flexible Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to change the spell's damage type to any other damage type, except psychic. Spells that naturally deal psychic damage can't benefit from the Flexible Spell option.\n\n## Heightened Spell\n\nWhen you cast a spell that forces a target to make a save to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first save made against the spell.\n\n## Hunting Spell\n\nWhen you cast a spell that requires a target to make a save or take damage, you can spend 2 sorcery points to cause the spell to deal half damage even if a target succeeds on its save. This damage still affects targets who could normally avoid taking all damage on a successful save (via Evasion or similar features).\n\n## Lucky Spell\n\nWhen you cast a spell that requires an attack roll and miss, you can spend 2 sorcery points to add the total number of Luck that you currently have to the attack roll, potentially turning a failure into a success. Luck isn't expended by this Metamagic option and can subsequently be spent on the attack roll normally.\n\n## Quickened Spell\n\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. You can't use this feature to cast two 1st-circle or higher spells on the same turn.\n\n## Retain Spell\n\nWhen you cast a spell that requires concentration, you can spend 2 sorcery point to have advantage on any concentration checks made to maintain the spell for its duration. Your concentration isn't automatically broken for that spell if you become incapacitated, meaning that you can still attempt concentration checks as you normally would.\n\nYou can use the Retain Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Shielding Spell\n\nWhen you cast a spell, you can spend 2 sorcery points to gain a number of temporary hit points equal to 3 × the spell's circle. These temporary hit points last for 1 hour.\n\n## Subtle Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\n\n## Twinned Spell\n\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to 1 + the spell's circle to target a second creature in range with the same spell. (Cantrips cost only 1 sorcery point.)\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current circle. For example, magic missile and scorching ray aren't eligible but acid arrow and ray of enfeeblement are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "2" }, { "level": 6, "detail": "3" }, { "level": 13, "detail": "4" }, { "level": 18, "detail": "5" } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_sorcerer-subclass", "name": "Sorcerer Subclass", "desc": "Choose a subclass that reflects the origins of your magical power, either Chaos or Draconic (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Origin Spells.** Each sorcerer subclass has a list of origin spells that you can access as soon as you can cast spells of that circle (as shown in the Sorcerer Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting an origin spell still expends an Arcane spell slot as normal.\n\nIf one of these spells isn't on the Arcane spell list, it still counts as an Arcane spell for you. You can't replace origin spells when you gain a level of sorcerer.", "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_sorcerer_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_sorcerer_sorcerous-renewal", "name": "Sorcerous Renewal", "desc": "When you finish a short rest, roll 1d4 + 1 and regain that many sorcery points.\n\nAt higher levels, your Sorcerous Renewal feature improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and 4d4 + 1 at 17th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "1 Die" }, { "level": 9, "detail": "2 Dice" }, { "level": 13, "detail": "3 Dice" }, { "level": 17, "detail": "4 Dice" } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the sorcerer's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Arcane Instruction.** You find new ways to tap into internal magical resources. When you fail an ability check, you can spend 1 sorcery point to add your CHA modifier to the result, potentially turning a failure into a success.\n- **Innate Spell.** You learn one spell of 1st or 2nd circle from the Arcane, Primordial, or Wyrd spell list. You can cast that spell at its lowest circle by expending a number of sorcery points equal to that spell's circle instead of using a spell slot. When you gain a level in sorcerer, you can replace your innate spell with another spell of 1st or 2nd circle from the available lists.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_devour-spell", "name": "Devour Spell", "desc": "When a creature you can see targets you with a spell, you can use your reaction to attempt to immediately draw the spell's power into yourself. Make a CHA check with a DC equal to 10 + the spell's circle. On a success, you and every other target of the spell have advantage on saves against it and take only half as much damage from it. You also gain a number of sorcery points equal to the spell's circle.\n\nAlternatively, you can target a magical effect within 30 feet of you that was created by a spell, such as fog cloud or wall of fire. On a successful CHA check, the spell ends.\n\nOnce you successfully devour a spell, 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the sorcerer's path grants you a powerful new ability. You gain the following epic boon:\n- **Arcane Conjunction.** When a spell or magical effect affects you, you can use your reaction to target one creature you can see within 120 feet of you. That creature is affected as though it were also the target. Once used, you can't use this feature again until you finish a short or long rest, unless you spend 10 sorcery points to do so.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_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_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "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": "10" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "13" }, { "level": 13, "column_value": "14" }, { "level": 14, "column_value": "15" }, { "level": 15, "column_value": "16" }, { "level": 16, "column_value": "17" }, { "level": 17, "column_value": "18" }, { "level": 18, "column_value": "19" }, { "level": 19, "column_value": "20" }, { "level": 20, "column_value": "21" } ] }, { "key": "bfrd_sorcerer_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_sorcerer_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "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": "10" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 20, "column_value": "15" } ] }, { "key": "bfrd_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_bard", "features": [ { "key": "srd-2024_bard_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 Bard 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_bard_bard-spell-list", "name": "Bard Spell List", "desc": "This section presents the Bard 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\n**Cantrips (Level 0)**\n\n|Spell|School|Special|\n|---|---|---|\n|Dancing Lights|Illusion|C|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Prestidigitation|Transmutation|—|\n|Starry Wisp|Evocation|—|\n|True Strike|Divination|—|\n|Vicious Mockery|Enchantment|—|\n\n**Level 1**\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Color Spray|Illusion|—|\n|Command|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Dissonant Whispers|Enchantment|—|\n|Faerie Fire|Evocation|C|\n|Feather Fall|Transmutation|—|\n|Healing Word|Abjuration|—|\n|Heroism|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Identify|Divination|R, M|\n|Illusory Script|Illusion|R, M|\n|Longstrider|Transmutation|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n|Unseen Servant|Conjuration|R|\n\n**Level 2**\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Detect Thoughts|Divination|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Enthrall|Enchantment|C|\n|Heat Metal|Transmutation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Mouth|Illusion|R, M|\n|Mirror Image|Illusion|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Silence|Illusion|C, R|\n|Suggestion|Enchantment|C|\n|Zone of Truth|Enchantment|—|\n\n**Level 3**\n\n|Spell|School|Special|\n|---|---|---|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Glyph of Warding|Abjuration|M|\n|Hypnotic Pattern|Illusion|C|\n|Major Image|Illusion|C|\n|Mass Healing Word|Abjuration|—|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Sending|Divination|—|\n|Slow|Transmutation|C|\n|Speak with Dead|Necromancy|—|\n|Speak with Plants|Transmutation|—|\n|Stinking Cloud|Conjuration|C|\n|Tiny Hut|Evocation|R|\n|Tongues|Divination|—|\n\n**Level 4**\n\n|Spell|School|Special|\n|---|---|---|\n|Charm Monster|Enchantment|—|\n|Compulsion|Enchantment|C|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Freedom of Movement|Abjuration|—|\n|Greater Invisibility|Illusion|C|\n|Hallucinatory Terrain|Illusion|—|\n|Locate Creature|Divination|C|\n|Phantasmal Killer|Illusion|C|\n|Polymorph|Transmutation|C|\n\n**Level 5**\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Awaken|Transmutation|M|\n|Dominate Person|Enchantment|C|\n|Dream|Illusion|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hold Monster|Enchantment|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Mislead|Illusion|C|\n|Modify Memory|Enchantment|C|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n|Seeming|Illusion|—|\n|Telepathic Bond|Divination|R|\n|Teleportation Circle|Conjuration|M|\n\n**Level 6**\n\n|Spell|School|Special|\n|---|---|---|\n|Eyebite|Necromancy|C|\n|Find the Path|Divination|C, M|\n|Guards and Wards|Abjuration|M|\n|Heroes' Feast|Conjuration|M|\n|Irresistible Dance|Enchantment|C|\n|Mass Suggestion|Enchantment|—|\n|Programmed Illusion|Illusion|M|\n|True Seeing|Divination|M|\n\n**Level 7**\n\n|Spell|School|Special|\n|---|---|---|\n|Arcane Sword|Evocation|C, M|\n|Etherealness|Conjuration|—|\n|Forcecage|Evocation|C, M|\n|Magnificent Mansion|Conjuration|M|\n|Mirage Arcane|Illusion|—|\n|Prismatic Spray|Evocation|—|\n|Project Image|Illusion|C, M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n|Teleport|Conjuration|—|\n\n**Level 8**\n\n|Spell|School|Special|\n|---|---|---|\n|Antipathy/Sympathy|Enchantment|—|\n|Befuddlement|Enchantment|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Mind Blank|Abjuration|—|\n|Power Word Stun|Enchantment|—|\n\n**Level 9**\n\n|Spell|School|Special|\n|---|---|---|\n|Foresight|Divination|—|\n|Power Word Heal|Enchantment|—|\n|Power Word Kill|Enchantment|—|\n|Prismatic Wall|Abjuration|—|\n|True Polymorph|Transmutation|C|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_bard_bard-subclass", "name": "Bard Subclass", "desc": "You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_bard_bardic-die", "name": "Bardic Die", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "D6" }, { "level": 10, "column_value": "D10" }, { "level": 11, "column_value": "D10" }, { "level": 12, "column_value": "D10" }, { "level": 13, "column_value": "D10" }, { "level": 14, "column_value": "D10" }, { "level": 15, "column_value": "D12" }, { "level": 16, "column_value": "D12" }, { "level": 17, "column_value": "D12" }, { "level": 18, "column_value": "D12" }, { "level": 19, "column_value": "D12" }, { "level": 2, "column_value": "D6" }, { "level": 20, "column_value": "D12" }, { "level": 3, "column_value": "D6" }, { "level": 4, "column_value": "D6" }, { "level": 5, "column_value": "D8" }, { "level": 6, "column_value": "D8" }, { "level": 7, "column_value": "D8" }, { "level": 8, "column_value": "D8" }, { "level": 9, "column_value": "D8" } ] }, { "key": "srd-2024_bard_bardic-inspiration", "name": "Bardic Inspiration", "desc": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.\n\n**Using Bardic Inspiration.** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.\n\nOnce within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.\n\n**Number of Uses.** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**At Higher Levels.** Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_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_bard_core-traits", "name": "Core Bard Traits", "desc": "|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Choose any 3 skills|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose 3 Musical Instruments|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_bard_countercharm", "name": "Countercharm", "desc": "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_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 Spell Recall is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_expertise", "name": "Expertise", "desc": "You gain Expertise (see \"Rules Glossary\") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_font-of-inspiration", "name": "Font of Inspiration", "desc": "You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_jack-of-all-trades", "name": "Jack of All Trades", "desc": "You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_magical-secrets", "name": "Magical Secrets", "desc": "You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through your bardic arts. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Bard spell list. *Dancing Lights* and *Vicious Mockery* are recommended.\n\nWhenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.\n\nWhen you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.\n\n**Spell Slots.** The Bard 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 Bard spell list. *Charm Person*, *Color Spray*, *Dissonant Whispers*, and *Healing Word* are recommended.\n\nThe number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard 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 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Bard 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 Bard spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells.\n\n**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_superior-inspiration", "name": "Superior Inspiration", "desc": "When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_bard_words-of-creation", "name": "Words of Creation", "desc": "You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Bard level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per bard level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Dexterity" } ], "subclass_of": null, "name": "Bard", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_cleric", "features": [ { "key": "srd-2024_cleric_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 Cleric 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_cleric_blessed-strikes", "name": "Blessed Strikes", "desc": "Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\n\n**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_cantrips", "name": "Cantrips", "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": "5" }, { "level": 17, "column_value": "5" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "5" }, { "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" } ] }, { "key": "srd-2024_cleric_channel-divinity", "name": "Channel Divinity", "desc": "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\n\nYou roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).\n\n**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_channel-divinity-uses", "name": "Channel Divinity", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "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": "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" } ] }, { "key": "srd-2024_cleric_cleric-spell-list", "name": "Cleric Spell List", "desc": "This section presents the Cleric 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 Cleric Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Guidance|Divination|C|\n|Light|Evocation|—|\n|Mending|Transmutation|—|\n|Resistance|Abjuration|C|\n|Sacred Flame|Evocation|—|\n|Spare the Dying|Necromancy|—|\n|Thaumaturgy|Transmutation|—|\n\nTable: Level 1 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bane|Enchantment|C|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Create or Destroy Water|Transmutation|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Guiding Bolt|Evocation|—|\n|Healing Word|Abjuration|—|\n|Inflict Wounds|Necromancy|—|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Sanctuary|Abjuration|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Augury|Divination|R, M|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Continual Flame|Evocation|M|\n|Enhance Ability|Transmutation|C|\n|Find Traps|Divination|—|\n|Gentle Repose|Necromancy|R, M|\n|Hold Person|Enchantment|C|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Silence|Illusion|C, R|\n|Spiritual Weapon|Evocation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Dead|Necromancy|—|\n|Beacon of Hope|Abjuration|C|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Glyph of Warding|Abjuration|M|\n|Magic Circle|Abjuration|M|\n|Mass Healing Word|Abjuration|—|\n|Meld into Stone|Transmutation|R|\n|Protection from Energy|Abjuration|C|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n|Sending|Divination|—|\n|Speak with Dead|Necromancy|—|\n|Spirit Guardians|Conjuration|C|\n|Tongues|Divination|—|\n|Water Walk|Transmutation|R|\n\n#### Level 4 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Control Water|Transmutation|C|\n|Death Ward|Abjuration|—|\n|Divination|Divination|R, M|\n|Freedom of Movement|Abjuration|—|\n|Guardian of Faith|Conjuration|—|\n|Locate Creature|Divination|C|\n|Stone Shape|Transmutation|—|\n\n#### Level 5 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Commune|Divination|R|\n|Contagion|Necromancy|—|\n|Dispel Evil and Good|Abjuration|C|\n|Flame Strike|Evocation|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hallow|Abjuration|M|\n|Insect Plague|Conjuration|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n\n#### Level 6 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blade Barrier|Evocation|C|\n|Create Undead|Necromancy|M|\n|Find the Path|Divination|C, M|\n|Forbiddance|Abjuration|R, M|\n|Harm|Necromancy|—|\n|Heal|Abjuration|—|\n|Heroes' Feast|Conjuration|M|\n|Planar Ally|Conjuration|—|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|Word of Recall|Conjuration|—|\n\n#### Level 7 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Celestial|Conjuration|C|\n|Divine Word|Evocation|—|\n|Etherealness|Conjuration|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n\n#### Level 8 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Antimagic Field|Abjuration|C|\n|Control Weather|Transmutation|C|\n|Earthquake|Transmutation|C|\n|Holy Aura|Abjuration|C, M|\n|Sunburst|Evocation|—|\n\n#### Level 9 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Astral Projection|Necromancy|M|\n|Gate|Conjuration|C, M|\n|Mass Heal|Abjuration|—|\n|Power Word Heal|Enchantment|—|\n|True Resurrection|Necromancy|M|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_cleric_cleric-subclasses", "name": "Cleric Subclasses", "desc": "You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_core-traits", "name": "Cleric Subclasses", "desc": "|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_cleric_divine-intervention", "name": "Divine Intervention", "desc": "You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_divine-order", "name": "Divine Order", "desc": "You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.\n\n**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_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 Fate is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_greater-divine-intervention", "name": "Greater Divine Intervention", "desc": "You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_improved-blessed-strikes", "name": "Improved Blessed Strikes", "desc": "The option you chose for Blessed Strikes grows more powerful.\n\n**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.\n\n**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_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_cleric_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_cleric_sear-undead", "name": "Sear Undead", "desc": "Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.\n\n**Cantrips.** You know three cantrips of your choice from the Cleric spell list. *Guidance*, *Sacred Flame*, and *Thaumaturgy* are recommended.\n\nWhenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.\n\nWhen you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.\n\n**Spell Slots.** The Cleric 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 Cleric spell list. *Bless*, *Cure Wounds*, *Guiding Bolt*, and *Shield of Faith* are recommended.\n\nThe number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric 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 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Cleric 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 Cleric 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 there with other Cleric spells for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Cleric level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per cleric level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Cleric", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_paladin", "features": [ { "key": "srd-2024_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_abjure-foes", "name": "Abjure Foes", "desc": "As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-expansion", "name": "Aura Expansion", "desc": "Your Aura of Protection is now a 30-foot Emanation.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\n\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\n\nIf another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity", "name": "Channel Divinity", "desc": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity-uses", "name": "Channel Divinity", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength and Charisma|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Truesight is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_faithful-steed", "name": "Faithful Steed", "desc": "You can call on the aid of an otherworldly steed. You always have the *Find Steed* spell prepared.\n\nYou can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_fighting-style", "name": "Fighting Style", "desc": "You gain a Fighting Style feat of your choice (see \"Feats\" for feats). Instead of choosing one of those feats, you can choose the option below.\n\n**Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). *Guidance* and *Sacred Flame* are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_lay-on-hands", "name": "Lay On Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.\n\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\n\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladins-smite", "name": "Paladin's Smite", "desc": "You always have the *Divine Smite* spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "9" }, { "level": 11, "column_value": "10" }, { "level": 12, "column_value": "10" }, { "level": 13, "column_value": "11" }, { "level": 14, "column_value": "11" }, { "level": 15, "column_value": "12" }, { "level": 16, "column_value": "12" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "7" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_paladin_radiant-strikes", "name": "Radiant Strikes", "desc": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_restoring-touch", "name": "Restoring Touch", "desc": "When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_paladin_spell-list", "name": "Paladin Spell List", "desc": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Divine Favor|Transmutation|—|\n|Divine Smite|Evocation|—|\n|Heroism|Enchantment|C|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Searing Smite|Evocation|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Find Steed|Conjuration|—|\n|Gentle Repose|Necromancy|R, M|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Shining Smite|Transmutation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Magic Circle|Abjuration|M|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n\nTable: Level 4 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Death Ward|Abjuration|—|\n|Locate Creature|Divination|C|\n\nTable: Level 5 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Dispel Evil and Good|Abjuration|C|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Raise Dead|Necromancy|M|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.\n\n**Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. *Heroism* and *Searing Smite* are recommended.\n\nThe number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\n\nIf another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_sorcerer", "features": [ { "key": "srd-2024_sorcerer_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 Sorcerer 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_sorcerer_arcane-apotheosis", "name": "Arcane Apotheosis", "desc": "While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_cantrips", "name": "Cantrips", "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": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "4" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd-2024_sorcerer_core-traits", "name": "Core Sorcerer Traits", "desc": "|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_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_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.\n\nYou have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.\n\nYou can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.\n\n**Converting Spell Slots to Sorcery Points.** You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).\n\n**Creating Spell Slots.** As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.\n\nAny spell slot you create with this feature vanishes when you finish a Long Rest.\n\nTable: Creating Spell Slots\n\n|Spell Slot Level|Sorcery Point Cost|Min. Sorcerer Level|\n|---|---|---|\n|1|2|2|\n|2|3|3|\n|3|5|5|\n|4|6|7|\n|5|7|9|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_innate-sorcery", "name": "Innate Sorcery", "desc": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\n\n- The spell save DC of your Sorcerer spells increases by 1.\n- You have Advantage on the attack rolls of Sorcerer spells you cast.\n\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_metamagic", "name": "Metamagic", "desc": "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \"Metamagic Options\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.\n\nYou can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.\n\nWhenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_metamagic-options", "name": "Metamagic Options", "desc": "The following options are available to your Metamagic feature. The options are presented in alphabetical order.\n\n### Careful Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\n\n### Distant Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.\n\n### Empowered Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n### Extended Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.\n\n### Heightened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.\n\n### Quickened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\n\n### Seeking Spell\n\n*Cost: 1 Sorcery Point*\n\nIf you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n Subtle Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\n\n### Transmuted Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\n\n### Twinned Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, such as *Charm Person*, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "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": "4" }, { "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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_sorcerer-spell-list", "name": "Sorcerer Spell List", "desc": "This section presents the Sorcerer 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 Sorcerer Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Acid Splash|Evocation|—|\n|Chill Touch|Necromancy|—|\n|Dancing Lights|Illusion|C|\n|Elementalism|Transmutation|—|\n|Fire Bolt|Evocation|—|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Poison Spray|Necromancy|—|\n|Prestidigitation|Transmutation|—|\n|Ray of Frost|Evocation|—|\n|Shocking Grasp|Evocation|—|\n|Sorcerous Burst|Evocation|—|\n|True Strike|Divination|—|\n\nTable: Level 1 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Burning Hands|Evocation|—|\n|Charm Person|Enchantment|—|\n|Chromatic Orb|Evocation|M|\n|Color Spray|Illusion|—|\n|Comprehend Languages|Divination|R|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Expeditious Retreat|Transmutation|C|\n|False Life|Necromancy|–|\n|Feather Fall|Transmutation|—|\n|Fog Cloud|Conjuration|C|\n|Grease|Conjuration|—|\n|Ice Knife|Conjuration|—|\n|Jump|Transmutation|—|\n|Mage Armor|Abjuration|—|\n|Magic Missile|Evocation|—|\n|Ray of Sickness|Necromancy|—|\n|Shield|Abjuration|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Thunderwave|Evocation|—|\n\nTable: Level 2 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Alter Self|Transmutation|C|\n|Blindness/Deafness|Transmutation|—|\n|Blur|Illusion|C|\n|Darkness|Evocation|C|\n|Darkvision|Transmutation|—|\n|Detect Thoughts|Divination|C|\n|Dragon's Breath|Transmutation|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Flame Blade|Evocation|C|\n|Flaming Sphere|Evocation|C|\n|Gust of Wind|Evocation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Levitate|Transmutation|C|\n|Magic Weapon|Transmutation|—|\n|Mirror Image|Illusion|—|\n|Misty Step|Conjuration|—|\n|Scorching Ray|Evocation|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Spider Climb|Transmutation|C|\n|Suggestion|Enchantment|C|\n|Web|Conjuration|C|\n\nTable: Level 3 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blink|Transmutation|—|\n|Clairvoyance|Divination|C, M|\n|Counterspell|Abjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Fireball|Evocation|—|\n|Fly|Transmutation|C|\n|Gaseous Form|Transmutation|C|\n|Haste|Transmutation|C|\n|Hypnotic Pattern|Illusion|C|\n|Lightning Bolt|Evocation|—|\n|Major Image|Illusion|C|\n|Protection from Energy|Abjuration|C|\n|Sleet Storm|Conjuration|C|\n|Slow|Transmutation|C|\n|Stinking Cloud|Conjuration|C|\n|Tongues|Divination|—|\n|Vampiric Touch|Necromancy|C|\n|Water Breathing|Transmutation|R|\n|Water Walk|Transmutation|R|\n\nTable: Level 4 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Banishment|Abjuration|C|\n|Blight|Necromancy|—|\n|Charm Monster|Enchantment|—|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Dominate Beast|Enchantment|C|\n|Fire Shield|Evocation|—|\n|Greater Invisibility|Illusion|C|\n|Ice Storm|Evocation|—|\n|Polymorph|Transmutation|C|\n|Stoneskin|Transmutation|C, M|\n|Vitriolic Sphere|Evocation|—|\n|Wall of Fire|Evocation|C|\n\nTable: Level 5 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Arcane Hand|Evocation|C|\n|Cloudkill|Conjuration|C|\n|Cone of Cold|Evocation|—|\n|Creation|Illusion|—|\n|Dominate Person|Enchantment|C|\n|Hold Monster|Enchantment|C|\n|Insect Plague|Conjuration|C|\n|Seeming|Illusion|—|\n|Telekinesis|Transmutation|C|\n|Teleportation Circle|Conjuration|M|\n|Wall of Stone|Evocation|C|\n\nTable: Level 6 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Chain Lightning|Evocation|—|\n|Circle of Death|Necromancy|M|\n|Disintegrate|Transmutation|—|\n|Eyebite|Necromancy|C|\n|Flesh to Stone|Transmutation|C|\n|Freezing Sphere|Evocation|—|\n|Globe of Invulnerability|Abjuration|C|\n|Mass Suggestion|Enchantment|—|\n|Move Earth|Transmutation|C|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|||\n\nTable: Level 7 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Delayed Blast Fireball|Evocation|C|\n|Etherealness|Conjuration|—|\n|Finger of Death|Necromancy|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Prismatic Spray|Evocation|—|\n|Reverse Gravity|Transmutation|C|\n|Teleport|Conjuration|—|\n\nTable: Level 8 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Demiplane|Conjuration|—|\n|Dominate Monster|Enchantment|C|\n|Earthquake|Transmutation|C|\n|Incendiary Cloud|Conjuration|C|\n|Power Word Stun|Enchantment|—|\n|Sunburst|Evocation|—|\n\nTable: Level 9 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Gate|Conjuration|C, M|\n|Meteor Swarm|Evocation|—|\n|Power Word Kill|Enchantment|—|\n|Time Stop|Transmutation|—|\n|Wish|Conjuration|—|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcerer-subclass", "name": "Sorcerer Subclass", "desc": "You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcerous-restoration", "name": "Sorcerous Restoration", "desc": "When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). 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": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcery-incarnate", "name": "Sorcery Incarnate", "desc": "If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\n\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_sorcerer_spellcasting", "name": "Spellcasting", "desc": "Drawing from your innate magic, you can cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.\n\n**Cantrips.** You know four Sorcerer cantrips of your choice. *Light*, *Prestidigitation*, *Shocking Grasp*, and *Sorcerous Burst* are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.\n\nWhen you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.\n\n**Spell Slots.** The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. *Burning Hands* and *Detect Magic* are recommended.\n\nThe number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.\n\nIf another Sorcerer 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 Sorcerer spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells.\n\n**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_warlock", "features": [ { "key": "srd-2024_warlock_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 Warlock 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_warlock_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_warlock_contact-patron", "name": "Contact Patron", "desc": "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the *Contact Other Plane* spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.\n\nOnce you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_core-traits", "name": "Core Warlock Traits", "desc": "|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Warlock level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Ar cane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_warlock_eldritch-invocation-count", "name": "Eldritch Invocations", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 10, "column_value": "7" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "8" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "9" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "10" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "10" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "6" }, { "level": 8, "column_value": "6" }, { "level": 9, "column_value": "7" } ] }, { "key": "srd-2024_warlock_eldritch-invocation-options", "name": "Eldritch Invocation Options", "desc": "Eldritch Invocation options appear in alphabetical order.\n\n### Agonizing Blast\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*\n\nChoose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Armor of Shadows\n\nYou can cast *Mage Armor* on yourself without expending a spell slot.\n\n### Ascendant Step\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can cast *Levitate* on yourself without expending a spell slot.\n\n### Devil's Sight\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can see normally in Dim Light and Darkness both magical and nonmagical—within 120 feet of yourself.\n\n### Devouring Blade\n\n*Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation*\n\nThe Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.\n\n### Eldritch Mind\n\nYou have Advantage on Constitution saving throws that you make to maintain Concentration.\n\n### Eldritch Smite\n\n*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.\n\n### Eldritch Spear\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*\n\nChoose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Fiendish Vigor\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *False Life* on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.\n\n### Gaze of Two Minds\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\nWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.\n\n### Gift of the Depths\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\nYou can also cast *Water Breathing* once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.\n\n### Gift of the Protectors\n\n*Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation*\n\nA new page appears in your *Book of Shadows* when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\nWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\nAs a Magic action, you can erase a name on the page by touching it.\n\n### Investment of the Chain Master\n\n*Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation*\n\nWhen you cast *Find Familiar*, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\n**Aerial or Aquatic.** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\n**Quick Attack.** As a Bonus Action, you can command the familiar to take the Attack action.\n\n**Necrotic or Radiant Damage.** Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\n**Your Save DC.** If the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\n**Resistance.** When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.\n\n### **Lessons of the First Ones**\n\n*Prerequisite: Level 2+ Warlock*\n\nYou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see \"Feats\").\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different Origin feat.\n\n### Lifedrinker\n\n*Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation*\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).\n\n### Mask of Many Faces\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Disguise Self* without expending a spell slot.\n\n### Master of Myriad Forms\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can cast *Alter Self* without expending a spell slot.\n\n### Misty Visions\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Silent Image* without expending a spell slot.\n\n### One with Shadows\n\n*Prerequisite: Level 5+ Warlock*\n\nWhile you're in an area of Dim Light or Darkness, you can cast *Invisibility* on yourself without expending a spell slot.\n\n### Otherworldly Leap\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Jump* on yourself without expending a spell slot.\n\n### Pact of the Blade\n\nAs a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\nWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\nYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.\n\n### Pact of the Chain\n\nYou learn the *Find Familiar* spell and can cast it as a Magic action without expending a spell slot.\n\nWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: **Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite,** or **Venomous Snake** (see \"Monsters\" for the familiar's stat block).\n\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.\n\n### Pact of the Tome\n\nStitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This *Book of Shadows* (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\n**Cantrips and Rituals.** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\n**Spellcasting Focus.** You can use the book as a Spellcasting Focus.\n\n### Repelling Blast\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll*\n\nChoose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Thirsting Blade\n\n*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*\n\nYou gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.\n\n### Visions of Distant Realms\n\n*Prerequisite: Level 9+ Warlock*\n\nYou can cast *Arcane Eye* without expending a spell slot.\n\n### Whispers of the Grave\n\n*Prerequisite: Level 7+ Warlock*\n\nYou can cast *Speak with Dead* without expending a spell slot.\n\n### Witch Sight\n\n*Prerequisite: Level 15+ Warlock*\n\nYou have Truesight with a range of 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_warlock_eldritch-invocations", "name": "Eldritch Invocations", "desc": "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the \"Eldritch Invocation Options\" section later in this class's description.\n\n**Prerequisites.** If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.\n\n**Replacing and Gaining Invocations.** Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.\n\nWhen you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.\n\nYou can't pick the same invocation more than once unless its description says otherwise.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_eldritch-master", "name": "Eldritch Master", "desc": "When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_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 Fate is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_magical-cunning", "name": "Magic Cunning", "desc": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). 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": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_mystic-arcanum", "name": "Mystic Arcanum", "desc": "Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.\n\nYou can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.\n\nAs shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.\n\nWhenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": "level 6 spell" }, { "level": 13, "detail": "level 7 spell" }, { "level": 15, "detail": "level 8 spell" }, { "level": 17, "detail": "level 9 spell" } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_pact-magic", "name": "Pact Magic", "desc": "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.\n\n**Cantrips.** You know two Warlock cantrips of your choice. *Eldritch Blast* and *Prestidigitation* are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.\n\nWhen you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.\n\n**Spell Slots.** The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.\n\nFor example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell *Charm Person*, you must spend one of those slots, and you cast it as a level 3 spell.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. *Charm Person* and *Hex* are recommended.\n\nThe number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.\n\nIf another Warlock 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 Warlock spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.\n\n**Spellcasting Ability.** Charisma is the spellcasting ability for your Warlock spells.\n\n**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_warlock_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "11" }, { "level": 13, "column_value": "12" }, { "level": 14, "column_value": "12" }, { "level": 15, "column_value": "13" }, { "level": 16, "column_value": "13" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] }, { "key": "srd-2024_warlock_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_warlock_slot-level", "name": "Slot Level", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1st" }, { "level": 10, "column_value": "5th" }, { "level": 11, "column_value": "5th" }, { "level": 12, "column_value": "5th" }, { "level": 13, "column_value": "5th" }, { "level": 14, "column_value": "5th" }, { "level": 15, "column_value": "5th" }, { "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": "2nd" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "3rd" }, { "level": 6, "column_value": "3rd" }, { "level": 7, "column_value": "4th" }, { "level": 8, "column_value": "4th" }, { "level": 9, "column_value": "5th" } ] }, { "key": "srd-2024_warlock_spell-slots", "name": "Spell Slots", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "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": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_warlock_warlock-spell-list", "name": "Warlock Spell List", "desc": "This section presents the Warlock 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 Warlock Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Chill Touch|Necromancy|—|\n|Eldritch Blast|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Minor Illusion|Illusion|—|\n|Poison Spray|Necromancy|—|\n|Prestidigitation|Transmutation|—|\n|True Strike|Divination|—|\n\nTable: Level 1 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Detect Magic|Divination|C, R|\n|Expeditious Retreat|Transmutation|C|\n|Hellish Rebuke|Evocation|—|\n|Hex|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Illusory Script|Illusion|R, M|\n|Protection from Evil and Good|Abjuration|C, M|\n|Speak with Animals|Divination|R|\n|Unseen Servant|Conjuration|R|\n\nTable: Level 2 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Darkness|Evocation|C|\n|Enthrall|Enchantment|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Mind Spike|Divination|C|\n|Mirror Image|Illusion|—|\n|Misty Step|Conjuration|—|\n|Ray of Enfeeblement|Necromancy|C|\n|Spider Climb|Transmutation|C|\n|Suggestion|Enchantment|C|\n\nTable: Level 3 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Counterspell|Abjuration|—|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Fly|Transmutation|C|\n|Gaseous Form|Transmutation|C|\n|Hypnotic Pattern|Illusion|C|\n|Magic Circle|Abjuration|M|\n|Major Image|Illusion|C|\n|Remove Curse|Abjuration|—|\n|Tongues|Divination|—|\n|Vampiric Touch|Necromancy|C|\n\nTable: Level 4 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Banishment|Abjuration|C|\n|Blight|Necromancy|—|\n|Charm Monster|Enchantment|—|\n|Dimension Door|Conjuration|—|\n|Hallucinatory Terrain|Illusion|—|\n\nTable: Level 5 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Contact Other Plane|Divination|R|\n|Dream|Illusion|—|\n|Hold Monster|Enchantment|C|\n|Mislead|Illusion|C|\n|Planar Binding|Abjuration|M|\n|Scrying|Divination|C, M|\n|Teleportation Circle|Conjuration|M|\n\nTable: Level 6 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Circle of Death|Necromancy|M|\n|Create Undead|Necromancy|M|\n|Eyebite|Necromancy|C|\n|True Seeing|Divination|M|\n\nTable: Level 7 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Etherealness|Conjuration|—|\n|Finger of Death|Necromancy|—|\n|Forcecage|Evocation|C, M|\n|Plane Shift|Conjuration|M|\n\nTable: Level 8 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Befuddlement|Enchantment|—|\n|Demiplane|Conjuration|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Power Word Stun|Enchantment|—|\n\nTable: Level 9 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Astral Projection|Necromancy|M|\n|Foresight|Divination|—|\n|Gate|Conjuration|C, M|\n|Imprisonment|Abjuration|M|\n|Power Word Kill|Enchantment|—|\n|True Polymorph|Transmutation|C|\n|Weird|Illusion|C|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_warlock_warlock-subclass", "name": "Warlock Subclass", "desc": "You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Warlock level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per warlock level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Warlock", "desc": "", "hit_dice": "D8", "caster_type": "PACT", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_bard", "features": [ { "key": "srd_bard_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_bard_bard-college", "name": "Bard College", "desc": "At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_bardic-inspiration", "name": "Bardic Inspiration", "desc": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "d6" }, { "level": 10, "detail": "d10" }, { "level": 15, "detail": "d12" }, { "level": 5, "detail": "d8" } ], "data_for_class_table": [] }, { "key": "srd_bard_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_bard_countercharm", "name": "Countercharm", "desc": "At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon\r\n* (*a*) a diplomat’s pack or (*b*) an entertainer’s pack\r\n* (*a*) a lute or (*b*) any other musical instrument\r\n* Leather armor and a dagger", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_bard_expertise", "name": "Expertise", "desc": "At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_font-of-inspiration", "name": "Font of Inspiration", "desc": "Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_jack-of-all-trades", "name": "Jack of All Trades", "desc": "Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_magical-secrets", "name": "Magical Secrets", "desc": "By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any class at 14th level and again at 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 14, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Three musical instruments of your choice\r\n**Saving Throws:** Dexterity, Charisma\r\n**Skills:** Choose any three", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_song-of-rest", "name": "Song of Rest", "desc": "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "d10" }, { "level": 17, "detail": "d12" }, { "level": 2, "detail": "d6" }, { "level": 9, "detail": "d8" } ], "data_for_class_table": [] }, { "key": "srd_bard_spellcasting", "name": "Spellcasting", "desc": "You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.\r\n\r\nYour spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n###Cantrips\r\n\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n###Spell Slots\r\n\r\nThe Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.\r\n\r\n###Spells Known of 1st Level and Higher\r\n\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\r\n\r\n###Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n\r\n*Spell save DC* = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n*Spell attack modifier* = your proficiency bonus + your Charisma modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_bard_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "4" }, { "level": 10, "column_value": "14" }, { "level": 11, "column_value": "15" }, { "level": 12, "column_value": "15" }, { "level": 13, "column_value": "16" }, { "level": 14, "column_value": "18" }, { "level": 15, "column_value": "19" }, { "level": 16, "column_value": "19" }, { "level": 17, "column_value": "20" }, { "level": 18, "column_value": "22" }, { "level": 19, "column_value": "22" }, { "level": 2, "column_value": "5" }, { "level": 20, "column_value": "22" }, { "level": 3, "column_value": "6" }, { "level": 4, "column_value": "7" }, { "level": 5, "column_value": "8" }, { "level": 6, "column_value": "9" }, { "level": 7, "column_value": "10" }, { "level": 8, "column_value": "11" }, { "level": 9, "column_value": "12" } ] }, { "key": "srd_bard_superior-inspiration", "name": "Superior Inspiration", "desc": "At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Bard level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per bard level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Dexterity" } ], "subclass_of": null, "name": "Bard", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_cleric", "features": [ { "key": "srd_cleric_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": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_cleric_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": 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": 2, "column_value": "3" }, { "level": 20, "column_value": "5" }, { "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" } ] }, { "key": "srd_cleric_channel-divinity", "name": "Channel Divinity", "desc": "At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\n### Channel Divinity: Turn Undead\r\n\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": "3/rest" }, { "level": 2, "detail": "1/rest" }, { "level": 6, "detail": "2/rest" } ], "data_for_class_table": [] }, { "key": "srd_cleric_destroy-undead", "name": "Destroy Undead", "desc": "Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. \r\n\r\n### Destroy Undead (table)\r\n\r\n| Cleric Level | Destroys Undead of CR... | \r\n|---|---|\r\n| 5th | 1/2 or lower |\r\n| 8th | 1 or lower |\r\n| 11th | 2 or lower |\r\n| 14th | 3 or lower | \r\n| 17th | 4 or lower |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": "CR 2" }, { "level": 14, "detail": "CR 3" }, { "level": 17, "detail": "CR 4" }, { "level": 5, "detail": "CR 1/2" }, { "level": 8, "detail": "CR 1" } ], "data_for_class_table": [] }, { "key": "srd_cleric_divine-domain", "name": "Divine Domain", "desc": "Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.\r\n\r\n### Domain Spells\r\nEach domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. \r\nIf you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_cleric_divine-intervention", "name": "Divine Intervention", "desc": "Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\r\n\r\nIf your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_cleric_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a mace or (*b*) a warhammer (if proficient)\r\n* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* A shield and a holy symbol", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_cleric_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_spellcasting", "name": "Spellcasting", "desc": "As a conduit for divine power, you can cast cleric spells.\r\n\r\n###Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\nPreparing and Casting Spells\r\n\r\nThe Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric 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 cleric, 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 change your list of prepared spells when you finish a long rest. Preparing a new list of cleric 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 cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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 cleric 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 holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Cleric level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per cleric level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Cleric", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_paladin", "features": [ { "key": "srd_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-health", "name": "Divine Health", "desc": "By 3rd level, the divine magic flowing through you makes you immune to disease.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-sense", "name": "Divine Sense", "desc": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-smite", "name": "Divine Smite", "desc": "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) five javelins or (*b*) any simple melee weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* Chain mail and a holy symbol", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_fighting-style", "name": "Fighting Style", "desc": "At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n### Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_improved-divine-smite", "name": "Improved Divine Smite", "desc": "By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_proficiencies", "name": "Proficiencies", "desc": "**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_paladin_sacred-oath", "name": "Sacred Oath", "desc": "When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n### Oath Spells\r\n\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n### Channel Divinity\r\n\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_paladin_spellcasting", "name": "Spellcasting", "desc": "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_sorcerer", "features": [ { "key": "srd_sorcerer_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_sorcerer_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": "4" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "4" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd_sorcerer_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* Two daggers", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_metamagic", "name": "Metamagic", "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 17, "detail": null }, { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_sorcerous-origin", "name": "Sorcerous Origin", "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcerous-restoration", "name": "Sorcerous Restoration", "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd_sorcerer_spellcasting", "name": "Spellcasting", "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] }, { "key": "srd_sorceror_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows\r\n**Tools:** None\r\n**Saving Throws:** Constitution, Charisma\r\n**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_warlock", "features": [ { "key": "srd_warlock_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": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_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_warlock_eldritch-invocation-list", "name": "Eldritch Invocation List", "desc": "If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\r\n\r\n### Agonizing Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.\r\nArmor of Shadows\r\n\r\nYou can cast mage armor on yourself at will, without expending a spell slot or material components.\r\n\r\n### Ascendant Step\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast levitate on yourself at will, without expending a spell slot or material components.\r\n\r\n### Beast Speech\r\n\r\nYou can cast speak with animals at will, without expending a spell slot.\r\n\r\n### Beguiling Influence\r\n\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\n### Bewitching Whispers\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Book of Ancient Secrets\r\n\r\nPrerequisite: Pact of the Tome feature\r\n\r\nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\r\n\r\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\r\n\r\n### Chains of Carceri\r\n\r\nPrerequisite: 15th level, Pact of the Chain feature\r\n\r\nYou can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\r\n\r\n### Devil's Sight\r\n\r\nYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\r\n\r\n### Dreadful Word\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Eldritch Sight\r\n\r\nYou can cast detect magic at will, without expending a spell slot.\r\n\r\n### Eldritch Spear\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, its range is 300 feet.\r\n\r\n### Eyes of the Rune Keeper\r\n\r\nYou can read all writing.\r\n\r\n### Fiendish Vigor\r\n\r\nYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.\r\n\r\n### Gaze of Two Minds\r\n\r\nYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\r\n\r\n### Lifedrinker\r\n\r\nPrerequisite: 12th level, Pact of the Blade feature\r\n\r\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).\r\n\r\n### Mask of Many Faces\r\n\r\nYou can cast disguise self at will, without expending a spell slot.\r\n\r\n### Master of Myriad Forms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\n### Minions of Chaos\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Mire the Mind\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Misty Visions\r\n\r\nYou can cast silent image at will, without expending a spell slot or material components.\r\n\r\n### One with Shadows\r\n\r\nPrerequisite: 5th level\r\n\r\nWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.\r\n\r\n### Otherworldly Leap\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast jump on yourself at will, without expending a spell slot or material components.\r\n\r\n### Repelling Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.\r\n\r\n### Sculptor of Flesh\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Sign of Ill Omen\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thief of Five Fates\r\n\r\nYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thirsting Blade\r\n\r\nPrerequisite: 5th level, Pact of the Blade feature\r\n\r\nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n### Visions of Distant Realms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\n### Voice of the Chain Master\r\n\r\nPrerequisite: Pact of the Chain feature\r\n\r\nYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\r\n\r\n### Whispers of the Grave\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast speak with dead at will, without expending a spell slot.\r\n\r\n### Witch Sight\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_warlock_eldritch-invocations", "name": "Eldritch Invocations", "desc": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_eldritch-master", "name": "Eldritch Master", "desc": "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a scholar’s pack or (*b*) a dungeoneer’s pack\r\n* Leather armor, any simple weapon, and two daggers", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_warlock_invocations-known", "name": "Invocations Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "7" }, { "level": 16, "column_value": "7" }, { "level": 17, "column_value": "7" }, { "level": 18, "column_value": "8" }, { "level": 19, "column_value": "8" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "8" }, { "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" } ] }, { "key": "srd_warlock_mystic-arcanum", "name": "Mystic Arcanum", "desc": "At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": "6th level" }, { "level": 13, "detail": "7th level" }, { "level": 15, "detail": "8th level" }, { "level": 17, "detail": "9th level" } ], "data_for_class_table": [] }, { "key": "srd_warlock_otherworldly-patron", "name": "Otherworldly Patron", "desc": "At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_pact-boon", "name": "Pact Boon", "desc": "At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n\r\n### Pact of the Chain\r\n\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n\r\nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.\r\n\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.\r\n\r\n### Pact of the Blade\r\n\r\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\r\n\r\nYou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\r\n\r\n### Pact of the Tome\r\n\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.\r\n\r\nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_pact-magic", "name": "Pact Magic", "desc": "Your arcane research and the magic bestowed on you by your patron have given you facility with spells.\r\n\r\n### Cantrips\r\n\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\nSpell Slots\r\n\r\nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_warlock_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_warlock_slot-level", "name": "Slot Level", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1st" }, { "level": 10, "column_value": "5th" }, { "level": 11, "column_value": "5th" }, { "level": 12, "column_value": "5th" }, { "level": 13, "column_value": "5th" }, { "level": 14, "column_value": "5th" }, { "level": 15, "column_value": "5th" }, { "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": "2nd" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "3rd" }, { "level": 6, "column_value": "3rd" }, { "level": 7, "column_value": "4th" }, { "level": 8, "column_value": "4th" }, { "level": 9, "column_value": "5th" } ] }, { "key": "srd_warlock_spell-slots", "name": "Spell Slots", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "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": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_warlock_spells-known", "name": "Spells 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": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "11" }, { "level": 13, "column_value": "12" }, { "level": 14, "column_value": "12" }, { "level": 15, "column_value": "13" }, { "level": 16, "column_value": "13" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Warlock level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per warlock level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Warlock", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_witch", "features": [ { "key": "bfrd_witch_core-traits", "name": "Core Witch Traits", "desc": "|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Witch level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Medicine, Nature, Perception, Persuasion, Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose alchemist tools or herbalist tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) Shortbow and 20 arrows or (B) any simple weapon; (A) a component pouch or (B) a wyrd focus; (A) a priest's pack or (B) an explorer's pack; plus Leather armor and a dagger|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_witch_hex", "name": "Hex", "desc": "You curse a creature with a potent disruptive magical effect called a hex. As a bonus action, you can choose a creature within 60 feet of you, other than yourself, that can hear or see you. That creature gains one Hex die, a d6.\n\nOnce within the next 10 minutes, as a reaction when the creature makes an ability check, attack roll, or save, you can roll the Hex die, and the creature subtracts the number rolled from that check's total. Once the Hex die is rolled, it is lost. A creature can have only one Hex die assigned to it at a time.\n\nYou can use this feature a number of times equal to your WIS modifier, and you regain any expended uses when you finish a long rest. Your Hex die changes when you reach certain levels in the witch class, increasing to a d8 at 5th level, d10 at 9th, and d12 at 14th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "d6" }, { "level": 5, "detail": "d8" }, { "level": 9, "detail": "d10" }, { "level": 14, "detail": "d12" } ], "data_for_class_table": [] }, { "key": "bfrd_witch_spellcasting", "name": "Spellcasting", "desc": "As a conduit for wyrd power, you can cast Wyrd spells. See Spellcasting in the Player's Guide for general rules of spellcasting and for the Wyrd spell list.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Witch Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using a Wyrd spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Witch Progression table shows how many spells you know and how many Wyrd spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell guiding bolt and have a 1st-circle and a 2nd-circle spell slot available, you can cast guiding bolt using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Wyrd spell list to learn.\n\nThe Spells Known column of the Witch Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 3rd level as a witch, you can learn one new Wyrd spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of witch, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.\n\n## Spellcasting Ability\n\nWisdom (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\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Wyrd ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Witch 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\n\nYou can use a wyrd focus as a spellcasting focus for your Wyrd spells. Unless stated otherwise, any of the witch's implements described in the Spirit Binding feature can also function as a spellcasting focus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_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_witch_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": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "6" }, { "level": 9, "column_value": "7" }, { "level": 10, "column_value": "7" }, { "level": 11, "column_value": "8" }, { "level": 12, "column_value": "8" }, { "level": 13, "column_value": "9" }, { "level": 14, "column_value": "10" }, { "level": 15, "column_value": "11" }, { "level": 16, "column_value": "11" }, { "level": 17, "column_value": "12" }, { "level": 18, "column_value": "13" }, { "level": 19, "column_value": "13" }, { "level": 20, "column_value": "13" } ] }, { "key": "bfrd_witch_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "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": "10" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 20, "column_value": "15" } ] }, { "key": "bfrd_witch_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_witch_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_witch_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null } ], "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_witch_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null } ], "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_witch_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null } ], "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_witch_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null }, { "level": 7, "detail": null }, { "level": 8, "detail": null } ], "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_witch_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null }, { "level": 7, "detail": null }, { "level": 8, "detail": null }, { "level": 9, "detail": null }, { "level": 10, "detail": null } ], "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_witch_slots-7th", "name": "7th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null }, { "level": 7, "detail": null }, { "level": 8, "detail": null }, { "level": 9, "detail": null }, { "level": 10, "detail": null }, { "level": 11, "detail": null }, { "level": 12, "detail": null } ], "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_witch_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null }, { "level": 7, "detail": null }, { "level": 8, "detail": null }, { "level": 9, "detail": null }, { "level": 10, "detail": null }, { "level": 11, "detail": null }, { "level": 12, "detail": null }, { "level": 13, "detail": null }, { "level": 14, "detail": null } ], "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_witch_slots-9th", "name": "9th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [ { "level": 1, "detail": null }, { "level": 2, "detail": null }, { "level": 3, "detail": null }, { "level": 4, "detail": null }, { "level": 5, "detail": null }, { "level": 6, "detail": null }, { "level": 7, "detail": null }, { "level": 8, "detail": null }, { "level": 9, "detail": null }, { "level": 10, "detail": null }, { "level": 11, "detail": null }, { "level": 12, "detail": null }, { "level": 13, "detail": null }, { "level": 14, "detail": null }, { "level": 15, "detail": null }, { "level": 16, "detail": null } ], "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": "bfrd_witch_shadow-craft", "name": "Shadow Craft", "desc": "Witches, perhaps more than other spellcasters, view ritual magic as the foundation of their craft. Your familiarity with ancient rites passed through generations gives you access to additional ritual spells. Choose one ritual from any spell list. Any ritual you choose must be of a circle equal to or lower than the highest-circle spell you can cast with your spell slots, as shown on the Witch Progression table.\n\nThe chosen rituals count as Wyrd rituals for you and are already included in the number in the Ritual Spells Known column at these levels on the Witch Progression table.\n\nYou learn one additional ritual spell from any source at 6th, 9th, 14th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 6, "detail": null }, { "level": 9, "detail": null }, { "level": 14, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_spirit-binding", "name": "Spirit Binding", "desc": "You gain the ability to bind spirits into items to create mystical witch implements. To bind the spirits, you must spend 1 hour, which can be done as part of a short or long rest, focusing on the item you wish to transform into a witch's implement while remaining in physical contact with it.\n\nWhen you bind the spirits, choose an implement from those you know how to create and target a nonmagical item that meets the requirements listed in that implement's description. At the end of the hour, a spirit is successfully bound, and the item is transformed into a magic item that counts as a witch's implement for you. If you lose an implement or it is destroyed, you can repeat this ritual to bind a new spirit to a suitable replacement vessel. If a previous implement of the same type still exists when you perform this ritual, the binding ends on that previous object.\n\nIf an implement bestows a special benefit (called a secret) when you learn how to create it, that benefit remains active even if your implement is destroyed, deactivated, or otherwise temporarily rendered inactive.\n\nDue to the nature of the binding, implements you create are usable only by you. A spirit bound into a witch implement is instantly released if you die or if the implement is out of your possession for more than 24 consecutive hours. Otherwise, the spirit remains bound in that implement until you choose to unbind it (no action required) or until you perform this ritual on a different item to create the same type of implement. When a spirit is released from an implement, the item reverts back to its nonmagical state and no longer counts as a witch's implement for you.\n\nWhen you first gain this feature, you learn how to create two implements of your choice (from the options detailed at the end of this feature). As you gain levels in the witch class, you learn how to create additional types of implements. Choose an additional type of witch's implement from the options at 6th level and again at 13th level. You can have implements of different types active at the same time, provided you have performed the necessary spirit-binding ritual for each.\n\n## Brewer's Cauldron\n\n*Item Requirement: Handheld Cauldron, Kettle, or Other Portable Cooking Container*\n\nYou bind a spirit of vitality into a cauldron, kettle, or similar portable container.\n\n**Secret of Vitality.** When you learn how to create this implement, your hit point maximum increases by 2 for each witch level you have. After this initial bonus, your hit point maximum increases by 2 each time you gain a new witch level.\n\n**Brewed Concordance.** Over the course of 1 hour, which can be done as part of a short or long rest, you can use your cauldron to prepare a brew that fortifies the soul. This brew can be consumed by a number of creatures equal to your WIS modifier (minimum of 1). At the end of the hour, each creature that partook of the brew gains 1d8 temporary hit points, which last until expended or until the creature finishes its next long rest.\n\nOnce you reach 9th level in the witch class, the brew grants 1d12 temporary hit points to creatures that partook in the brew.\n\n**Superior Focus.** While using the cauldron as a spellcasting focus, spells you cast that restore hit points or grant temporary hit points restore additional hit points or grant additional temporary hit points equal to twice your proficiency bonus. If a spell both restores hit points and grants temporary hit points, you decide whether the bonus from this implement goes to restoring additional hit points or granting additional temporary hit points.\n\n## Hollow Blade\n\n*Item Requirement: Knife, Scissors, or Similar Cutting Implement*\n\nYou bind a spirit of sacrifice into a dagger, scissors, scalpel, or similar cutting instrument.\n\n**Magic Weapon.** While a spirit is bound within the blade, it counts as a +1 dagger when you wield it. When you attack with the weapon, you can use your WIS modifier, instead of STR or DEX, for attack and damage rolls.\n\nOnce you reach 9th level in the witch class, the hollow blade counts as a +2 dagger. At 15th level, it becomes a +3 dagger.\n\n**Pain Transference.** As a bonus action, you can touch the blade to a willing creature within 5 feet of you and end one of the following conditions currently affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. That condition is absorbed into the blade, where it remains until it is expelled or until you finish a short or long rest.\n\nWhen you hit a creature with the dagger, you can choose to forgo any damage it would deal and instead expel a condition stored within the blade. Unless the creature is immune or resistant to the expelled condition, it is immediately inflicted with the condition for up to 1 minute. If the creature is immune, the dagger has no effect. If the creature is resistant, it suffers the condition only if it fails a WIS save against your spell save DC. A creature afflicted with a condition from the dagger can attempt a WIS save against your spell save DC at the end of each of its turns, ending the condition on itself on a success.\n\n**Spell Breaker.** As an action, you can choose one creature, object, or magical effect within your reach. One spell of a circle equal to or less than the highest-circle spell you can cast (as per the Witch Progression table) on the target ends. If the spell you're attempting to break is of a higher circle, make an ability check using your spellcasting ability. The DC equals 10 + the spell's circle. On a successful check, the spell ends. Once you successfully end a spell with this implement, you can't do so again until you finish a long rest.\n\n## Nightflyer\n\n*Item Requirement: Broom, Staff, or Similarly Sized Branch from a Plant*\n\nYou bind a spirit of motion into a broom, staff, or similarly shaped branch from a plant.\n\n**Secret of Motion.** When you learn how to create this implement, your movement speed increases by 10 feet. In addition, as a bonus action, you can now take the Disengage or Dodge action on your turn.\n\n**Night's Journey.** As a bonus action while nightflyer is within 60 feet of you, you can animate it for up to 1 minute. You can also deactivate it as a bonus action. If you are ever more than 60 feet away from it, it deactivates. If it is flying when its duration expires, when you deactivate it, or when its magic is otherwise suppressed, it (and any passengers or cargo it is carrying) floats gently to the ground, descending at a rate of 60 feet per round until it lands.\n\nWhile animated, nightflyer gains a flying speed of 40 feet, can hover, and can carry up to 1,000 pounds of weight. On your turn, you can mentally command it to move up to its movement speed (no action required by you). It can't take other actions. You can spend half your movement to mount or dismount it while it is within 5 feet of you, and you can choose to allow other creatures within range to mount it, though only you can control its movement. Creatures mounted on it can't be grappled and are immune to the restrained condition.\n\nYou can animate nightflyer a number of times equal to your PB, and you regain all expended uses when you finish a long rest.\n\nOnce you reach 9th level in the witch class, nightflyer can remain animate for up to 1 hour (all at once or in several shorter flights, each one using a minimum of 1 minute from the duration), and its flying speed increases to 50 feet.\n\n**Swift Spell.** As a bonus action while you are holding or mounted on nightflyer, you can cast a spell that normally has a casting time of 1 action. You can't use this feature to cast two 1st-circle or higher spells on the same turn. You can use this feature a number of times equal to half your PB (rounded down), and you regain all expended uses when you finish a long rest.\n\n## Oracle's Aid\n\n*Item Requirement: Deck of Cards, Runestones, or Crystal Ball*\n\nYou bind a spirit of prophecy into a deck of cards, set of runestones, crystal ball, or similar fortune-telling device.\n\n**Secret of Prophecy.** When you first learn how to create this implement, you have advantage on initiative rolls, and you gain a bonus to AC equal to half your PB (rounded down). You lose this bonus to your AC while you are incapacitated.\n\n**Make Prediction.** When you make an ability check, attack roll, or save, you can choose to store the number rolled on the d20 within your oracle's aid. You then reroll the d20 and calculate the check result as normal, using that new roll. You can store up to a number of rolls equal to your WIS modifier in the oracle's aid. When you make an ability check, attack roll, or save and the oracle's aid has at least one result stored within it, you can choose to use a stored result instead of rolling the d20, removing that result from the oracle's aid. You can't use the stored rolls to modify the same check more than once. Any rolls you have stored in the oracle's aid disappear when you finish a long rest.\n\n**Spirit Consultation.** As an action, you can unleash the spirit within your oracle's aid to investigate a problem and return to you with solutions. For 1 minute, the spirit can answer up to three questions you ask of it. These questions can be about current events or the most likely result of a specific course of action you plan to take within the next 30 minutes. The answer to each question is a truthful one-word answer or short phrase, such as “yes,” “no,” “maybe,” “positive outcome likely,” “disaster ahead,” “irrelevant,” or “unclear” (if the spirit doesn't know the answer to the question). The spirit's knowledge of current events is limited to what is common knowledge in the region where you are asking the question. Therefore, the spirit can confirm the name of the local lord's lead advisor but not that the advisor is secretly a doppelganger. Once you use this feature, you can't do so again until you finish a long rest.\n\n## Soul Candle\n\n*Item Requirement: Candle, Lantern, or Similar Handheld Light Source*\n\nYou bind a spirit of light into a candle, which can be mounted on a candlestick, in a lantern, as part of a candelabra, or similar.\n\n**Mystic Flame.** As a bonus action while the candle is within 60 feet of you, you can mentally command it to light or extinguish itself. If you are ever more than 60 feet from the candle, it is automatically extinguished.\n\nWhile lit, the candle sheds a magical flame that is heatless and can be any color you choose. The light cast by the flame can be seen by only you and creatures you designate within 60 feet of you. When you first light the candle, you can choose for it to shed bright light anywhere from a minimum radius of 5 feet out to a maximum radius of 30 feet, and dim light for an additional number of feet equal to the chosen radius. Changing the color of the flame, the radius of the candle's light, or which creatures can see the candle's light doesn't require an action.\n\n**Soul Fire.** As an action while the soul candle is lit, you can cause it to burn with a supernatural substance called soul fire for up to 1 minute. While soul fire is active, the candle emits one of the following effects of your choice instead of bright or dim light:\n- Dark Sight. You can see normally in darkness, both magical and nonmagical, within the candle's radius.\n- Deep Sight. You can see through solid matter within the candle's radius. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. This vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block this effect, as does a thin sheet of lead.\n- Heart Sight. You can see invisible creatures and objects within the candle's radius as if they were visible. In addition, you are aware of any creature within the candle's radius, revealing a creature's presence without necessarily allowing you to automatically see them, such as by making you aware of a creature on the other side of a door.\n- Magic Sight. You can sense the presence of magic within the candle's radius, and you see a faint aura around any visible creature or object in the area that bears magic, learning its school, if any. This effect otherwise works like the detect magic spell.\n\nYou can change the effect's radius as if it was light shed by the candle, as detailed previously, and you can end the effect early at any time on your turn (no action required). As a bonus action while soul fire is active, you can change which effect the soul candle emits. You can activate this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.\n\n**Superior Focus.** While using the soul candle as a spellcasting focus, you have advantage on spell attack rolls against creatures within the candle's radius. You receive this bonus only while the candle is lit with either mystic flame or soul fire.\n\n## Spirit Book\n\n*Item Requirement: Book, Scroll, or Other Similar Item for Recording Information*\n\nYou bind a spirit of knowledge into a book, scroll, or other object suitable for recording information.\n\n**Secret of Knowledge.** When you first learn how to create this implement, choose three cantrips from any source spell list (though the three needn't be from the same list). If the chosen cantrips don't appear on the Wyrd source list, they still count as Wyrd spells for you. You can cast these cantrips just like normal cantrips, but they don't count against your number of cantrips known.\n\n**Book of Knowledge.** Whenever you gain a new spell slot from gaining a level in this class, one additional spell of your choice from any source spell list appears in your spirit book in a cipher that only you can read. While the spirit book is on your person, you can expend spell slots to cast these spells like any other spell you know. Each of these spells counts as a Wyrd spell for you, but it doesn't count against the number of spells you know.\n\nWhen you first learn how to create this implement, choose one spell of your choice from any source spell list for each circle of Wyrd spell you can cast, and these spells then appear in the book. For example, if you learn to create this implement at 6th level, you choose one 1st-circle spell, one 2nd-circle spell, and one 3rd-circle spell of your choice from any source spell list. You can replace a spell in the spirit book when you gain a witch level, and that replacement spell can be from any source spell list. Your spirit book can never contain more than one spell of each circle you can cast, to a maximum of 9 spells at 17th level.\n\n**Universal Language.** While holding the book, the spirit contained within it can translate languages for you, allowing you to read any written language and understand any language you hear.\n\nOnce you reach 9th level in the witch class, you can also speak and write in any language while holding the book.\n\n## Thundering Aegis\n\n*Item Requirement: Bell, Handheld Gong, Chime, or Other Percussion Instrument*\n\nYou bind a spirit of sound into a bell, gong, chime, or other percussion instrument.\n\n**Secret of Sound.** When you learn how to create this implement, you can no longer be surprised while you are conscious. You also gain proficiency in one of the following skills: Investigation or Perception. If you are already proficient in both of these skills, choose one. You double your proficiency bonus when you make a check with the chosen skill.\n\n**Chime of Revealing.** As an action while holding the thundering aegis, you can begin ringing it, banging it, or otherwise causing sound to issue from it, creating an audible soundscape that can be heard up to 60 feet away. As long as you can hear the sound created by your thundering aegis, you perceive your surroundings within 30 feet of you as if you had keensense—including being able to target creatures or objects within this radius with attacks and spells.\n\nAs a bonus action on each of your subsequent turns, you must continue ringing the bell, banging the gong, or similarly creating sound from the thundering aegis. Otherwise, this effect ends.\n\n**Chime of Deviation.** As an action, while holding the thundering aegis, you can create a note that holds certain types of creatures at bay. For 1 minute, whenever an Aberration, Celestial, Elemental, Fey, Fiend, or Undead starts its turn within 30 feet of you, it must succeed on a CHA save against your spell save DC or be unable to move any closer to you that turn. Once you use this feature of the thundering aegis, you can't do so again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "2" }, { "level": 6, "detail": "3" }, { "level": 13, "detail": "4" } ], "data_for_class_table": [] }, { "key": "bfrd_witch_witch-subclass", "name": "Witch Subclass", "desc": "Choose a subclass that represents the coven you align with: Crimson Cord, Night Song, or Twilight Soul (detailed at the end of this class). Your choice grants you spells and other 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_witch_coven-spells", "name": "Coven Spells", "desc": "Each witch subclass has a list of coven spells that you can access as soon as you can cast spells of that circle (as shown on the Witch Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting a coven spell still expends a spell slot as normal. If one of these spells isn't on the Wyrd spell list, it still counts as a Wyrd spell for you. You can't replace coven spells when you gain a level of witch.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_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 (see Player's Guide).", "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_witch_greater-hex", "name": "Greater Hex", "desc": "You now regain all expended uses of your Hex feature when you finish a short or long rest.\n\nIn addition, you can now automatically give a creature a Hex die when you target it with a Wyrd spell of 1st circle or higher (instead of spending a separate bonus action). If you cast a spell that targets multiple creatures, you can hex any number of those creatures, but you must expend a use of the Hex feature for each creature you choose to affect in this way.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the witch's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Bounty of Pentacles.** When you use a Hex die (see Hex feature) to reduce a creature's ability check, attack roll, or save, and the roll still succeeds, you automatically regain one expended Hex die. In addition, if you roll a 1 on the Hex die, the die isn't lost and remains active on the current target.\n- **Might of Swords.** Whenever you roll damage dice or roll dice to determine how many hit points an effect restores to a creature, you can reroll any die that resulted in a 1. You must use the new roll.\n- **Mysticism of Wands.** When you roll initiative, you can expend a use of your Hex feature to automatically give a Hex die to one creature you can see (no action required). In addition, as a reaction when a creature with one of your Hex dice is reduced to 0 HP, you can transfer the die to a different creature you can see within 60 feet of the original target.\n- **Recovery of Cups.** When you deal damage to a creature that has a Hex die (see Hex feature), you can cause yourself, or a creature you choose within 5 feet of the target, to regain hit points equal to half the damage you dealt (up to an amount equal to your witch level). This feature triggers only on damage dealt by you during your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_otherworldly-form", "name": "Otherworldly Form", "desc": "Your connection to the Wyrd suffuses your being, infusing your physical form with otherworldly abilities. You gain the following benefits:\n- As a bonus action, you can magically alter your appearance, height, weight, and similar characteristics to that of a Medium or smaller Humanoid of another lineage. This effect otherwise works like the change appearance aspect of the alter self spell, except it doesn't require concentration and lasts until you die or choose to end it (no action required).\n- You can't be magically aged, and you suffer none of the frailty of old age. You can still die of old age, but your expected lifespan now becomes thrice that of the average lifespan of your lineage.\n- You have advantage on saves against spells or effects that would alter your form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_witch_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the witch's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Spirit Avenger.** As a bonus action, if you start your turn with no uses of your Hex feature remaining, you can recover a number of uses equal to your WIS modifier (minimum of 1). Once you use this feature, you can't do so again until you finish a long rest.\n- **Spirit Guardian.** You gain a +1 bonus to saves for each active witch implement currently within 60 feet of you.\n- **Spirit Keeper.** When you are reduced to 0 HP or killed outright, you can instead release one of the spirits bound within one of your witch implements, causing it to revert to its nonmagical state. You then become conscious with a number of hit points equal to your witch level + your CON modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Witch level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per witch level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Witch", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_vanguard", "features": [ { "key": "bfrd_vanguard_core-traits", "name": "Core Vanguard Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D12 per Vanguard level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Persuasion|\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) five javelins or (B) any simple melee weapon; (A) a diplomat's pack or (B) an explorer's pack|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_vanguard_born-leader", "name": "Born Leader", "desc": "Vanguards are natural leaders whose very presence inspires greatness in those around them. This inspiration can take many forms, but it is always tied to the values that drive a vanguard to fight and, by extension, to lead. Choose the quality that best represents your leadership with one of the following.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is inspired by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon deals extra damage of the weapon's type equal to your PB. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Intimidation skill. If you are already proficient, double your PB instead for checks made with that skill.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you gains a bonus equal to your PB on the first save it makes before the start of its next turn. If a creature must make a save at the end of its turn from an ongoing effect, it can gain this bonus on that save if it ends its turn within 5 feet of you. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Persuasion skill. If you are already proficient, double your PB instead for checks made with that skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_war-banner", "name": "War Banner", "desc": "When circumstances turn dire, you can conjure a mystical banner that enhances nearby allies or hinders encroaching enemies. You decide the exact appearance of the banner, but it typically resembles a battle standard emblazoned with your coat of arms or similar symbol that represents you in battle.\n\nYou start with two banner effects: **Banner of Mercy** and **Black Flag**. You gain a new effect at 6th level, and some vanguard subclasses grant additional effects (see Vanguard Subclass). Unless stated otherwise, creatures must be within 15 feet of the banner (15-foot-radius sphere) and able to see the banner to be affected by it.\n\nAs an action, while engaged in encounter gameplay (while in initiative order), you can plant a War Banner in an unoccupied space within 5 feet of you, choosing which banner effect you create when you do so. Once placed, the banner remains active for 1 minute. While active, the banner can't be moved from its space, physically interacted with, or damaged by any means. Creatures can freely move through the banner's space without impediment. The banner can't be targeted by spells or effects, and it doesn't count as any kind of item for the purposes of targeting.\n\nThe banner disappears and any of its active effects end early if you become incapacitated, use an action to place a new banner, move more than 120 feet away from the banner, or choose to end the effect (no action required).\n\nYou can use your War Banner feature to create a banner a number of times equal to your PB, regaining all expended uses when you finish a long rest. You can't have more than one banner active at any one time. If you create a second banner while the first is still active, the first banner disappears.\n\n## War Banner: Banner of Mercy\n\nYou create a banner that shields your allies from harm. When you create this banner, it appears with a number of hit points equal to 10 × your vanguard level. When you or a friendly creature you can see within the banner's range takes damage, you can cause the banner to take any amount of that damage instead of the target (no action required). You can't cause the banner to take more damage than its current hit points. The banner can be used to reduce only damage from attacks that specifically target a creature, not area of effect attacks or spells, such as fireball.\n\nIf the banner is reduced to 0 HP, it is destroyed, and its effect immediately ends.\n\n## War Banner: Black Flag\n\nYou create a banner that spurs your allies to give no quarter. When you or a friendly creature miss with an attack made against a creature you can see within the banner's range, the attacker can choose to reroll the attack. This feature can be used only to reroll attacks made during the attacker's turn, and it can't be used more than once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_war-banner-lucky-colors", "name": "War Banner: Lucky Colors", "desc": "Starting at 6th level, you gain this third War Banner option.\n\nWhen you create this banner, it appears with a number of Luck equal to your CHA modifier (minimum of 1). Each time a friendly creature within the banner's range gains Luck, the banner gains the same amount of Luck, adding to its current total. The banner has no limit to the amount of Luck it can have at any one time.\n\nIf you choose to allow it, a friendly creature within the banner's range can spend Luck from the banner to modify a roll as if that creature had that Luck (see Luck Rules in the Player's Guide), which reduces the banner's total by the amount spent. A creature can use any combination of Luck it has accumulated normally and Luck from the banner to modify a roll, but it can't spend more than 5 Luck to modify the same roll. You must follow all other normal rules and restrictions when spending Luck from the banner.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_stratagems", "name": "Stratagems", "desc": "Your leadership and strategic knowledge allow you and your allies to perform martial tactics called stratagems that can turn the tide of battle in your favor. When you gain this feature at 2nd level, you learn two stratagems of your choice. Stratagem options are detailed at the end of the vanguard class description (see Stratagems). At certain vanguard levels, you learn additional stratagems of your choice, as shown in the Stratagems Known column of the Vanguard Progression table.\n\nIn addition, when you gain a level in this class, you can choose one stratagem you know and replace it with another stratagem that you meet the prerequisites for.\n\nUnless otherwise noted, you can use only one stratagem on your turn, and creatures must be able to hear or see you to be targeted by your stratagems. You can use this feature to issue a number of stratagems equal to your CHA modifier, and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_support-action", "name": "Support Action", "desc": "Your honed situational awareness allows you to act quickly on the battlefield. As a bonus action, you can take the Disengage or Help action (see Actions in Combat in Player's Guide) or perform a weapon option (see Weapon Options in Player's Guide).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_vanguard-subclass", "name": "Vanguard Subclass", "desc": "Choose a subclass that represents your leadership archetype: Bulwark, Herald, or Marshal (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_vanguard_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 (see Player's Guide).", "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_vanguard_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_vanguard_superior-stratagems", "name": "Superior Stratagems", "desc": "You now regain all expended uses of your Stratagems feature when you finish a short or long rest.\n\nIn addition, you can now use your stratagems, specifically those that require an action to perform, when you take the Attack action. To do so, you must replace one of the attacks granted by your Multiattack with the use of an eligible stratagem.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_manifold-tactic", "name": "Manifold Tactic", "desc": "You can now use up to two different stratagems on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the vanguard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Battle Standard.** When initiative is rolled, you can use your War Banner feature to place a banner within 5 feet of your starting position without expending a use of the feature. You can't use this ability if you are surprised.\n- **Combat Ingenuity.** Learn two additional stratagems (see Stratagems feature) of your choice. These don't count against your total stratagems known. When you gain a level in vanguard, you can choose to replace these stratagems as you would any other.\n- **Force of Personality.** Whenever you make an ability check with a skill, tool, or vehicle that you are proficient with, you can use your CHA modifier to calculate the check result instead of whatever ability modifier would normally apply.\n- **Unwavering Resolve.** When you roll an ability check or save to avoid becoming frightened or charmed, you can treat a roll of 9 or less as if you had rolled a 10 on the die. You gain the same benefit on checks made to end ongoing effects of the same types.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_valiant-commander", "name": "Valiant Commander", "desc": "Your leadership capabilities are unparalleled. Gain one of the following benefits based on the Born Leader feature choice you made at 1st level.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is empowered by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon now deals extra damage of the weapon's type equal to your PB + your CHA modifier. In addition, whenever you make a check with the Intimidation skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you now gains a bonus equal to your PB on all saves it makes before the start of its next turn. In addition, whenever you make a check with the Persuasion skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_battlefield-resolve", "name": "Battlefield Resolve", "desc": "When you roll initiative and have no uses of your Stratagems feature remaining, you regain a number of uses equal to half your CHA modifier rounded down (minimum of 1).\n\nIn addition, when you roll a 20 on an attack roll or save, you regain 1 expended use of your Stratagem feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_banner-improvements", "name": "Banner Improvements", "desc": "Banners you create with your War Banner feature can now affect creatures within 30 feet instead of 15 feet. Creatures within the banner's range no longer have to see the banner to be affected by it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_stand-together", "name": "Stand Together", "desc": "Your true strength lies in fighting beside your companions. You and friendly creatures within 5 feet of you have a cumulative +1 bonus to attack rolls and saves for each space within 5 feet of you occupied by at least one friendly creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the vanguard's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Enduring Art.** You can issue an unlimited number of stratagems (see Stratagems feature) on your turn, but you still must expend the necessary uses of the feature to do so.\n- **Strategist's Art.** If you start your turn with no uses of your Stratagems feature remaining, as either an action or a bonus action, you can recover a number of uses equal to your CHA modifier (minimum of 1). Once you use this feature, you can't do so again until you finish a long rest.\n- **Warlord's Art.** Whenever you or a friendly creature deal damage with an attack performed as part of a stratagem (see Stratagems feature), the attacker automatically deals the maximum possible damage. Damage dealt in this way ignores all damage resistances and immunities.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard_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_vanguard_stratagems-known", "name": "Stratagems Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "—" }, { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "5" }, { "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": "10" }, { "level": 20, "column_value": "10" } ] }, { "key": "bfrd_vanguard_stratagem-options", "name": "Stratagem Options", "desc": "This section lists the stratagems available for vanguards to learn. Each option lists the type of action required and provides a description for how the stratagem works, including any targets.\n\nStratagem options appear in alphabetical order.\n\n### Bolster\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you fails a save, you can allow that creature to reroll the save and add your CHA modifier to the result. The target must take the result of the new roll.\n\n### Charge\n\n*Action Type: Action*\n\nYou designate one creature that you can see, and you move up to your speed in a straight line toward that creature. When you do so, any friendly creature within 15 feet of your starting position can use its reaction to also move up to its speed in a straight line toward that creature.\n\n### Close Ranks\n\n*Action Type: Action*\n\nYou command allies to tighten their formation. Until the start of your next turn, friendly creatures within 15 feet of you are immune to critical hits and can't be forced to move against their will. You have the same benefits while at least one friendly is in range.\n\n### Coordinated Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target you can see, adding your CHA modifier as a bonus to the attack roll. If the attack hits, you can direct one willing creature within 15 feet of the target to use its reaction to move up to 15 feet toward the target and make a single attack against the target, adding your CHA modifier as a bonus to its attack roll.\n\n### Counterstrike\n\n*Action Type: Reaction*\n\nAs a reaction when a hostile creature that you can see within 15 feet of you makes an attack against a friendly creature that you can see, you can move up to your speed toward the attacker and make a single melee weapon attack against it (if the target is within your reach).\n\n### Flank Position\n\n*Action Type: Action*\n\nYou create an opening for one of your allies. When you do so, designate one hostile creature within 5 feet of you and one friendly creature that can see or hear you within 30 feet of you. Until the start of your next turn, that friendly creature has advantage on all attack rolls made against that hostile creature while you remain within 5 feet of the hostile creature.\n\n### Goading Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target within 5 feet of you, adding your CHA modifier as a bonus to the attack roll. If the attack hits, the target has disadvantage on attack rolls against any creature within 5 feet of you (other than you) until the end of its next turn.\n\n### Inspiring Bellow\n\n*Action Type: Bonus Action*\n\nYou target one creature within 30 feet of you that can see or hear you. The target regains a number of hit points equal to your vanguard level + your CHA modifier.\n\n### Marching Orders\n\n*Action Type: Bonus Action*\n\nYou allow up to two friendly creatures that can see or hear you to move up to half their speed without provoking opportunity attacks from creatures within 5 feet of you.\n\n### Marshal Tactics\n\n*Action Type: Bonus Action*\n\nYou allow one friendly creature within 30 feet of you that can see or hear you to use its reaction to make a single weapon attack or cast a cantrip.\n\n### Raise Guard\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you would be hit by an attack from a creature that you can see, you can grant the friendly creature a bonus to its AC equal to your CHA modifier, potentially turning a hit into a miss. Whether the attack hits or misses, the target retains the AC bonus until the start of your next turn.\n\n### Rally\n\n*Action Type: Action*\n\nYou inspire wounded allies to fight through their injuries. Each conscious friendly creature within 15 feet of you that can see or hear you gains temporary hit points equal to your PB + your CHA modifier.\n\n### Surround\n\n*Action Type: Action*\n\nYou command allies to surround a foe to prevent it from escaping. When you do so, choose one Huge or smaller creature you can see within 5 feet of you. Until the start of your next turn, the target's speed is reduced by 10 feet for each friendly creature (other than you) within 5 feet of the target, reducing the target's speed to no lower than 0 feet. This benefit ends early if you move more than 5 feet away from the target.\n\n### Tactical Reposition\n\n*Action Type: Bonus Action*\n\nYou switch positions with one willing creature that you can see within 10 feet of you. This movement doesn't provoke opportunity attacks and doesn't count against your available movement for the turn. To target a creature with this stratagem, neither you nor your target can be grappled, restrained, or otherwise unable to move.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Vanguard level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per vanguard level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Vanguard", "desc": "", "hit_dice": "D12", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_warlock", "features": [ { "key": "bfrd_warlock_core-traits", "name": "Core Warlock Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Warlock level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) a wyrd focus; (A) a scholar's pack or (B) a dungeoneer's pack; plus Leather armor, any simple weapon, and two daggers|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_warlock_eldritch-blast", "name": "Eldritch Blast", "desc": "As a result of binding yourself to otherworldly powers, you can conjure a baleful magical energy. As an action, you can send a beam of crackling eldritch power toward a creature within 120 feet of you. When you do so, make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\n\nUpon achieving higher levels of warlock, you can create more than one beam: two beams at 5th level, three at 9th, and four at 14th. You can direct the beams at the same or different target. You make a separate attack roll for each beam.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 5, "detail": "2 Beams" }, { "level": 9, "detail": "3 Beams" }, { "level": 14, "detail": "4 Beams" } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_pact-boon", "name": "Pact Boon", "desc": "The initial pact that grants you your warlock powers is sealed with the gift of a Pact Boon. You gain one of the following boons of your choice.\n\n## Pact of the Blade\n\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You have proficiency with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with the weapon, you can use your CHA modifier, instead of STR or DEX, for attack and damage rolls.\n\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\n\nYou can transform an existing melee weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears when you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\n\n## Pact of the Chain\n\nYou learn a more potent version of the find familiar ritual and can cast it without the need for any material components. The spell doesn't count against your number of spells known. A familiar summoned with this feature has the following differences from a standard familiar summoned by the spell:\n- When you cast the spell, you can choose one of the normal familiar forms or one of the following special forms: blink dog, imp, pseudodragon, or quasit.\n- You can telepathically communicate or see through your familiar's eyes as long as it is on the same plane as you, ignoring the standard 100-foot range restriction. In addition, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\n- Your familiar can attack. In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any commands, it takes the Dodge action and uses its move to avoid danger.\n\n## Pact of the Tome\n\nYou receive an eldritch grimoire called a Book of Shadows. You can use your Book of Shadows as a spellcasting focus for your spells. When you gain this feature, choose three cantrips from any source spell list (they don't have to be from the same list). While the book is on your person, you can cast those cantrips. These cantrips count as Wyrd spells for you.\n\nIf your Book of Shadows is lost or destroyed, you can perform a 1-hour ceremony to create a replacement. The replacement contains any spells previously transcribed within it. This ceremony can be performed as part of a short or long rest, and it destroys the previous grimoire—if it still exists. The book is unreadable by anyone but you, and it is instantly destroyed when you die.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_eldritch-invocations", "name": "Eldritch Invocations", "desc": "In your study of occult lore, you have unearthed eldritch invocations. These fragments of forbidden knowledge imbue you with magical abilities that abide beyond any mere spell duration.\n\nYou gain two eldritch invocations of your choice, though you must meet any prerequisites. Invocation options are detailed at the end of the class description. At certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock Progression table.\n\nIn addition, when you gain a level in this class, you can choose one invocation you know and replace it with another invocation that you meet the prerequisites for.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_spellcasting", "name": "Spellcasting", "desc": "Your eldritch power deepens, giving you the ability to cast Wyrd spells.\n\n**Cantrips.** At 2nd level, choose two cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Warlock Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Wyrd spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Warlock Progression table shows how many spells you know and how many spell slots you have per day at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bane and have a 1st-circle and a 2nd-circle spell slot available, you can cast bane using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st-Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Wyrd spell list to learn.\n\nThe Spells Known column of the Warlock Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 5th level as a warlock, you can learn one new Wyrd spell of 1st or 2nd circle.\n\nWhen you gain a level of warlock, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a wyrd focus as a spellcasting focus for your Wyrd spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_warlock-subclass", "name": "Warlock Subclass", "desc": "Choose a subclass that reflects the type of entity that becomes your patron, either Fiend or Reaper (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": null }, { "level": 11, "detail": null }, { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_pact-magic", "name": "Pact Magic", "desc": "**Pact Spells.** Each warlock subclass has a list of pact spells that you can access as soon as you can cast spells of that circle (as shown in the Warlock Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting a pact spell still expends a Wyrd spell slot as normal. If one of these spells isn't on the Wyrd spell list, it still counts as a Wyrd spell for you. You can't replace pact spells when you gain a level of warlock.\n\n**Pact Magic.** Your patron gives you access to a special reservoir of power called Pact Magic. You can expend one use of Pact Magic to cast any Pact Spell you know without expending a spell slot, though they are always treated as cast at the highest-circle warlock spell slot you can access (see Warlock Progression).\n\nYou can use this feature twice, whether casting the same or different spells from your Pact Spells. You gain additional uses of Pact Magic at higher warlock levels: at 13th level, you can use it three times between rests, and at 17th level, you can use it four times between rests.\n\nYou regain all expended uses of Pact Magic when you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 13, "detail": "3/Rest" }, { "level": 17, "detail": "4/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_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_warlock_enhanced-boon", "name": "Enhanced Boon", "desc": "Your patron enhances your Pact Boon as a reward for your service. You gain one of the following enhancements as determined by your chosen Pact Boon. If you have more than one Pact Boon, choose which one is enhanced.\n\n## Pact of the Blade\n\nYou can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.\n\n## Pact of the Chain\n\nWhen you complete a short or long rest, your familiar gains temporary hit points equal to your PB + your CHA modifier. In addition, when you make an attack against a creature within 5 feet of your familiar, your familiar can use its reaction to give you advantage on the attack roll.\n\n## Pact of the Tome\n\nYou can now inscribe rituals into your Book of Shadows. Choose two rituals of 1st or 2nd circle (in any combination) from the Wyrd ritual list. The rituals appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen rituals.\n\nOn your adventures, you can add other Wyrd rituals you find to your Book of Shadows if a ritual's circle is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each circle of the ritual, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the warlock's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Echoes of Knowledge.** You learn one 1st-circle and one 2nd-circle spell of your choice from any spell list, they count as Wyrd spells for you. The chosen spells can't be rituals, and they don't count against your total spells known. These spells are added to your list of Pact Spells and can be cast by expending a use of Pact Magic or by expending Wyrd spell slots as normal.\n- **Echoes of Power.** When you successfully hit with one of your Eldritch Blast beams and roll a 10 on the damage die, you can roll the d10 again and add the number rolled to the result as extra force damage dealt by that beam.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_patrons-favor", "name": "Patron's Favor", "desc": "You can call upon your patron's power by expending a use of your Pact Magic feature to cast any spell you know of 5th-circle or lower from any spell list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the warlock's path grants you a powerful new ability. You gain the following epic boon:\n- **Eldritch Master.** If you start your turn with no uses of Pact Magic remaining, you can beseech your patron to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock_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_warlock_invocations-known", "name": "Invocations Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "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": "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": "10" }, { "level": 20, "column_value": "10" } ] }, { "key": "bfrd_warlock_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "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": "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_warlock_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_warlock_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_warlock_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_warlock_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_warlock_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_warlock_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "bfrd_warlock_eldritch-invocation-options", "name": "Eldritch Invocation Options", "desc": "This section lists the eldritch invocations available for warlocks to learn. If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.\n\nIf a prerequisite lists a level requirement, that is the minimum warlock level required (you can take it at higher warlock levels).\n\nInvocation options appear in alphabetical order.\n\n### Agonizing Blast\n\n*Prerequisite: None*\n\nWhen you use your Eldritch Blast feature, add your CHA modifier to the damage each beam deals on a successful hit.\n\n### Armor of Shadows\n\n*Prerequisite: None*\n\nWhile you aren't wearing armor or wielding a shield, your AC becomes 13 + your CHA modifier. This effect is suppressed while you are unconscious or in an area affected by an antimagic field spell.\n\n### Ascendant Step\n\n*Prerequisite: 9th Level*\n\nYou can cast the levitate spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Bewitching Whispers\n\n*Prerequisite: 7th Level*\n\nYou can cast the compulsion spell once without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Beyond Sight\n\n*Prerequisite: None*\n\nYou can see in dim light, darkness, and magical darkness as though it were bright light, to a range of 120 feet.\n\n### Boon Savant\n\n*Prerequisite: 7th-Level Warlock, Second Boon*\n\nYour second Pact Boon becomes more powerful, gaining the benefits detailed in your Enhanced Boon feature.\n\n### Chains of Carceri\n\n*Prerequisite: 15th Level*\n\nYou can cast the greater hold spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Dreadful Word\n\n*Prerequisite: 7th Level*\n\nYou can cast the confusion spell once without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Eldritch Burst\n\n*Prerequisite: None*\n\nYou gain the following benefits when you use your Eldritch Blast feature:\n- You don't have disadvantage on ranged spell attack rolls to hit a prone target if it is more than 5 feet away from you.\n- You don't have disadvantage on ranged spell attack rolls if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.\n\n### Eldritch Sight\n\n*Prerequisite: None*\n\nYou can cast the detect magic spell as often as you wish, without expending a spell slot.\n\n### Eldritch Spear\n\n*Prerequisite: None*\n\nWhen you use your Eldritch Blast feature, you can now target creatures within 300 feet of you.\n\n### Fiendish Vigor\n\n*Prerequisite: None*\n\nYou can cast the false life spell on yourself as often as you wish, without expending a spell slot or material components. You can cast it at the highest circle you have a Wyrd spell slot for (see Warlock Progression table).\n\n### Gaze of Two Minds\n\n*Prerequisite: None*\n\nYou can use your action to touch a willing Humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\n\n### Lifedrinker\n\n*Prerequisite: 11th Level*\n\nWhen you hit a creature with a weapon attack, the creature takes additional necrotic damage equal to your CHA modifier (minimum of 1).\n\n### Mask of Many Faces\n\n*Prerequisite: None*\n\nYou can cast the disguise self spell as often as you wish, without expending a spell slot.\n\n### Mire the Mind\n\n*Prerequisite: 5th Level*\n\nYou can cast the slow spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Misty Visions\n\n*Prerequisite: None*\n\nYou can cast the silent image spell as often as you wish, without expending a spell slot or material components.\n\n### Mystic Arcanum\n\n*Prerequisite: 11th Level*\n\nYour patron bestows a magical secret called an arcanum. Choose one non-ritual spell from the Wyrd spell list as this arcanum. The highest circle spell you can choose is determined by your current warlock level, as shown in the Maximum Circle by Level table.\n\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can cast it in this way again. Alternatively, if your arcanum is of a circle for which you have spell slots, you can expend a spell slot to cast it as you would a standard spell.\n\nYou can take this invocation multiple times, choosing a different spell each time.\n\n|Warlock Level|Maximum Spell Circle of Arcanum|\n|---|---|\n|11th|6th Circle|\n|13th|7th Circle|\n|15th|8th Circle|\n|17th|9th Circle|\n\n### One with Shadows\n\n*Prerequisite: 5th Level*\n\nWhen you are in an area of dim light, darkness, or magical darkness, you can use your action to become invisible until you move or take an action or a reaction.\n\n### Otherworldly Leap\n\n*Prerequisite: 9th Level*\n\nYou can cast the longstrider spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Patron's Anchor\n\n*Prerequisite: None*\n\nWhen you make a CON save to maintain concentration on a Wyrd spell or a spell cast with an Eldritch Invocation, you can choose to make a CHA save instead. In addition, you have advantage on the first concentration save you make each round.\n\n### Repelling Blast\n\n*Prerequisite: None*\n\nWhen you successfully hit a creature with one or more beams created by your Eldritch Blast feature, you can push the creature up to 10 feet per beam away from you in a straight line (in addition to dealing damage). If this movement is interrupted by the target encountering a solid surface (such as being pushed into a stone wall), the target also takes 1d6 bludgeoning damage for each 10-foot increment it moved.\n\n### Sculptor of Flesh\n\n*Prerequisite: 7th Level*\n\nYou can cast the polymorph spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Second Boon\n\n*Prerequisite: 5th Level*\n\nYou gain the benefits of a second boon from the options described in the 1st level feature Pact Boon: Pact of the Blade, Pact of the Chain, or Pact of the Tome.\n\n### Sign of Ill Omen\n\n*Prerequisite: 5th Level*\n\nYou can cast the bestow curse spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Spirit Translator\n\n*Prerequisite: None*\n\nYou can cast the comprehend languages spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Stolen Knowledge\n\n*Prerequisite: None*\n\nYou gain proficiency in any two skills or tools of your choice (in any combination).\n\nYou can take this invocation multiple times, choosing different proficiencies each time.\n\n### Thief of Five Fates\n\n*Prerequisite: None*\n\nYou can cast bane as a 1st-circle spell as often as you wish, without expending a spell slot or material components.\n\n### Visions of Distant Realms\n\n*Prerequisite: 15th Level*\n\nYou can cast the arcane eye spell as often as you wish, without expending a spell slot or material components.\n\n### Whispers of the Grave\n\n*Prerequisite: 9th Level*\n\nYou can perform the speak with dead ritual as often as you wish, without a ritual book or material components.\n\n### Witch Sight\n\n*Prerequisite: 15th-Level*\n\nYou can see the true form of any creature with the Shapechanger tag or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Warlock level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per warlock level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Warlock", "desc": "", "hit_dice": "D8", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_bard", "features": [ { "key": "bfrd_bard_core-traits", "name": "Core Bard Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Any three skills of your choice|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|One type of musical instrument and two other tools of your choice|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) any simple weapon; (A) a diplomat's pack or (B) an entertainer's pack; (A) a musical instrument or (B) a different tool you are proficient with; plus Leather armor and a dagger|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-inspiration", "name": "Bardic Inspiration", "desc": "You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6.\n\nOnce within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\n\nYou can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest.\n\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": "d6" }, { "level": 5, "detail": "d8" }, { "level": 9, "detail": "d10" }, { "level": 14, "detail": "d12" } ], "data_for_class_table": [] }, { "key": "bfrd_bard_spellcasting", "name": "Spellcasting", "desc": "As a conduit for arcane power, you can cast Arcane spells.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Bard Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Bard Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose four 1st-circle spells that you know. Three of these spells must be from the Arcane spell list, but the fourth can be from any source spell list. Regardless of its source, it is an Arcane spell for you.\n\nThe Spells Known column of the Bard Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a bard, you can learn one new Arcane spell of 1st or 2nd circle. The Magical Secrets feature also lets you learn spells from other sources at certain levels.\n\nIn addition, when you gain a level of bard, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n## Rituals\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from any spell list—Arcane, Divine, Primordial, or Wyrd. Regardless of its source, it becomes an Arcane spell for you. You choose more rituals to learn at higher levels, as shown in the Rituals Known column of the Bard 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\n\nYou can use a musical instrument or an arcane focus as a spellcasting focus for your Arcane spells. At your GM's discretion, you can use a suitable tool or object from a different tool kit you are proficient with as a spellcasting focus instead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-performance", "name": "Bardic Performance", "desc": "You weave magic into ongoing performances to produce effects beyond spells. You start with two effects: Celebrate Life and Cutting Words. You gain a new effect at 6th level, and some bard subclasses grant additional effects. Unless stated otherwise, targets must be within 30 feet of you and be able to hear or see you (depending on the type of performance) to be affected.\n\nAs an action, you can use your Bardic Performance feature, choosing which performance effect you create when you do so. Once active, you can continue the performance for up to 1 minute, as long as you spend a bonus action at the start of each of your subsequent turns to maintain it. You can also choose to use your Bardic Inspiration feature as part of the same bonus action required to maintain this performance.\n\nYour performance ends early if you become incapacitated, silenced, use an action to begin a new performance, or choose to end the effect (no action required by you to do so).\n\nYou can use your Bardic Performance feature to start a new performance a number of times equal to your PB, regaining all expended uses when you finish a long rest.\n\n**Bardic Performance: Celebrate Life.** At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.\n\nIn addition, allies within range have advantage on death saves, though they don't need to see or hear you to receive this benefit.\n\n**Bardic Performance: Cutting Words.** At 2nd level you gain a special reaction while your Bardic Performance feature is active. When a creature within range that you can see makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of your Bardic Inspiration feature, rolling the die and subtracting the number rolled from the creature's roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bardic-performance-clarity-of-thought", "name": "Bardic Performance: Clarity of Thought", "desc": "Starting at 6th level, you gain this Bardic Performance option.\n\nWhile using your Bardic Performance feature, allies within 30 feet of you can't be charmed and have advantage on saves against being frightened. If an ally within range is already charmed or frightened when you begin your performance, it has advantage on any saves it makes to end the effect as long as your performance continues.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_expertise", "name": "Expertise", "desc": "Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, you can choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "2" }, { "level": 6, "detail": "4" } ], "data_for_class_table": [] }, { "key": "bfrd_bard_bard-subclass", "name": "Bard Subclass", "desc": "Choose a subclass that reflects the college you align with, either Lore or Victory (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_bard_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_font-of-inspiration", "name": "Font of Inspiration", "desc": "You now regain all expended uses of your Bardic Inspiration feature when you finish a short or long rest.\n\nIn addition, you can now use your Bardic Inspiration dice in a new way. When a creature within 60 feet of you that you can hear or see you fails an ability check, attack roll, or save, you can use your reaction to expend a use of your Bardic Inspiration feature. When you do, roll the Bardic Inspiration die and add the number rolled to the target's check total—potentially turning a failure into a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_magical-secrets", "name": "Magical Secrets", "desc": "You've picked up magical knowledge from just about everywhere. Choose two spells (or cantrips) from any spell list. A spell you choose must be of a circle you can cast with your spell slots, as shown on the Bard Progression table.\n\nThe chosen spells count as Arcane spells for you and are already included in the number in the Spells Known column at these levels on the Bard Progression table.\n\nYou learn two additional spells from any source at 13th level and again at 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null }, { "level": 13, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the bard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Persistent Inspiration.** When a creature adds one of your Bardic Inspiration dice to an ability check, attack roll, or save, and the roll still fails, the die isn't lost and can be used again.\n- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_grand-performance", "name": "Grand Performance", "desc": "Your Bardic Performance feature now affects creatures within 60 feet of you that can hear or see you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the bard's path grants you a powerful new ability. You gain the following epic boon:\n- **Curtain Call.** If you start your turn with no uses of your Bardic Inspiration feature remaining, you can use your bonus action to recover a number of uses equal to your CHA modifier (minimum of 1). This bonus action can be taken as part of the bonus action required to maintain your Bardic Performance feature. 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": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_bard_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_bard_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_bard_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_bard_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "4" }, { "level": 2, "column_value": "5" }, { "level": 3, "column_value": "6" }, { "level": 4, "column_value": "7" }, { "level": 5, "column_value": "8" }, { "level": 6, "column_value": "9" }, { "level": 7, "column_value": "10" }, { "level": 8, "column_value": "11" }, { "level": 9, "column_value": "13" }, { "level": 10, "column_value": "14" }, { "level": 11, "column_value": "15" }, { "level": 12, "column_value": "15" }, { "level": 13, "column_value": "17" }, { "level": 14, "column_value": "18" }, { "level": 15, "column_value": "19" }, { "level": 16, "column_value": "19" }, { "level": 17, "column_value": "20" }, { "level": 18, "column_value": "22" }, { "level": 19, "column_value": "22" }, { "level": 20, "column_value": "22" } ] }, { "key": "bfrd_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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_bard_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 Bard level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per bard level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Dexterity" } ], "subclass_of": null, "name": "Bard", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_cleric", "features": [ { "key": "bfrd_cleric_core-traits", "name": "Core Cleric Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a mace or (B) a warhammer (if proficient); (A) scale mail, (B) leather armor, or (C) chain mail (if proficient); (A) light crossbow and 20 bolts or (B) any simple weapon; (A) a priest's pack or (B) an explorer's pack; plus a shield and a holy symbol|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_cleric_spellcasting", "name": "Spellcasting", "desc": "As a conduit for divine power, you can cast Divine spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Divine spell list to learn. You choose more Divine cantrips to learn at higher levels, as shown in the Cantrips Known column of the Cleric Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Divine spell list from circles for which you have Divine spell slots. (You determine which spell slots you can access by checking your level on the Cleric Progression table). You can choose a number of spells equal to your WIS modifier + your cleric 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 Divine spell slot of the spell's circle or higher.\n\nThe Cleric Progression table shows how many Divine spell slots you have 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 and 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 Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Cleric 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 holy symbol as a spellcasting focus for your Divine spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_manifestation-of-faith", "name": "Manifestation of Faith", "desc": "Clerics demonstrate their faith in one of two primary ways, wielding it as a holy warrior or calling it as a miracle worker. Choose how you manifest your faith with one of the following.\n\n**Manifest Might.** You gain proficiency with heavy armor and one type of martial weapon of your choice. In addition, you gain the ability to infuse your weapon strikes with divine energy: once per turn, when you hit a creature with a weapon attack, you can deal additional radiant or necrotic damage (your choice) equal to your PB.\n\n**Manifest Miracles.** You learn one additional cantrip of your choice from any source of magic. This cantrip counts as a Divine cantrip for you, but it doesn't count against the number of cantrips you know. In addition, you can add your PB to the damage you deal with any Divine cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_channel-divinity", "name": "Channel Divinity", "desc": "You gain the ability to channel divine energy directly from your deity to produce effects beyond spells. You start with one effect: Turn the Profane. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Channel Divinity feature, choose which specific effect you want, such as Turn the Profane. Some of these effects require a save, and in those cases, the DC is equal to your cleric spell save DC.\n\nBeginning at 2nd level, you can use your Channel Divinity 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**Channel Divinity: Turn the Profane.** As an action, you present your holy symbol and speak a prayer to censure unholy creatures. Each Fiend and Undead of your choice within 30 feet of you and that can see or hear you must make a WIS save. If the creature fails its save, it is turned for 1 minute or until it takes any damage.\n\nA turned creature must try to move as far away from you as it can, though it can't first get closer to you to do it. On its turn, it can use only the Dash action or otherwise try to escape from an effect that prevents it from moving. If there's nowhere to move, it can use the Dodge action. It can't take any reactions.", "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_cleric_cleric-subclass", "name": "Cleric Subclass", "desc": "Choose a subclass that reflects your relationship to your deity, Life, Light, or War (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Domain Spells.** Each cleric subclass has a list of domain spells that you can access as soon as you can cast spells of that circle (as shown on the Cleric 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 domain spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you.", "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_cleric_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_cleric_destroy-the-profane", "name": "Destroy the Profane", "desc": "When a Fiend or Undead fails its save against your Turn the Profane feature, it is instantly destroyed if its challenge rating (CR) is at or below a certain threshold, as shown in the Destroy the Profane table.\n\n|Cleric Level|Destroys Fiends or Undead of CR . . .|\n|---|---|\n|5th|1/2 or lower|\n|8th|1 or lower|\n|11th|2 or lower|\n|14th|3 or lower|\n|17th|4 or lower|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "CR 1/2" }, { "level": 8, "detail": "CR 1" }, { "level": 11, "detail": "CR 2" }, { "level": 14, "detail": "CR 3" }, { "level": 17, "detail": "CR 4" } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_divine-intervention", "name": "Divine Intervention", "desc": "You can call on your deity to intervene on your behalf when your need is great. At the start of your turn, you can request aid from your deity by rolling a d20 and adding your PB. If the result is 19 or lower, your request fails, and your deity doesn't intervene. If the result is 20 or higher, your deity intervenes on your behalf, imbuing you with a fraction of their power.\n\nIf your deity intervenes, you can immediately use your action to cast any spell with a casting time of 1 action from the Divine spell list or your domain spell list, regardless of preparation rules. Casting a spell in this way doesn't expend a spell slot and doesn't require material components. If the spell is of a higher circle than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC for this check equals 10 + the spell's circle. On a failed check, the spell fails, your deity's power fades, and your action is lost.\n\nAlternatively, on a successful intervention, your GM can propose the form of the intervention. Anything that replicates the effects of a Divine spell is appropriate. In this instance, you still use your action but don't cast a spell. You have final say on allowing the GM to pursue this option or choosing your own spell.\n\nIf your deity intervenes, you can't use this feature again for 1 week. Otherwise, you can use it again after you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the cleric's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Gift of Consecration.** You are now immune to disease, poison damage, and the poisoned condition. If you die, your body is instantly preserved as per the gentle repose spell for up to a year and a day.\n- **Gift of Wrath.** Choose either the radiant or necrotic damage type. You are now resistant to damage of the chosen type. In addition, when you cast a spell that deals damage of any type, you can choose for it to deal radiant or necrotic damage instead (you choose which each casting).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the cleric's path grants you a powerful new ability. You gain the following epic boon:\n- **Divine Herald.** When you use your Divine Intervention feature, your deity automatically intervenes without a roll, and you no longer have to wait a week before you use Divine Intervention again, though you can still use it only once per long rest. You are still bound by the other restrictions of the feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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_cleric_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 Cleric level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per cleric level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Cleric", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_paladin", "features": [ { "key": "bfrd_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) a martial weapon and a shield or (B) two martial weapons; (A) five javelins or (B) any simple melee weapon; (A) a priest's pack or (B) an explorer's pack; plus Chain mail and a holy symbol|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-sense", "name": "Divine Sense", "desc": "During your turn, you can open your awareness to detect the presence of supernatural forces (no action required). For 1 minute, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that isn't behind total cover. You know the creature type of any being whose presence you sense, but you don't know which specific creature it is. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated with the hallow spell.\n\nYou can use this feature a number of times equal to your PB + 1. When you finish a long rest, you regain all uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 × your paladin level.\n\nAs an action, you can touch a willing creature and draw from the pool to restore a number of hit points to that creature up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.\n\nAs a bonus action, you can use this feature to affect yourself instead of a different creature. This feature has no effect on Constructs or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_spellcasting", "name": "Spellcasting", "desc": "At 2nd level, you enhance your martial prowess with the ability to cast Divine spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Paladin Progression table shows how many spells you know and how many Divine spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bless and have a 1st-circle and a 2nd-circle spell slot available, you can cast bless using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Divine spell list to learn.\n\nThe Spells Known column of the Paladin Progression table shows when you learn additional Divine spells. Each spell you choose must be from a circle for which you have Divine spell slots. For instance, when you reach 5th level as a paladin, you can learn one new Divine spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of paladin, you can choose one Divine spell you know and replace it with another spell of your choice from the Divine spell list. The replacement spell must be of a circle for which you have Divine spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-smite", "name": "Divine Smite", "desc": "Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon's normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "Choose a subclass that reflects the oath you swear to uphold, either Devotion or Justice (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Oath Spells.** Each paladin subclass has a list of oath spells that you can access as soon as you can cast spells of that circle (as shown in the Paladin Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting an oath spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you. You can't replace oath spells when you gain a level of paladin.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_channel-divinity", "name": "Channel Divinity", "desc": "Each paladin subclass gives you one or more ways to channel divine energy into magical effects, and each subclass explains how they work.\n\nWhen you use your Channel Divinity feature, choose which effect you want. Some of these effects require a save, and in those cases, the DC is equal to your spell save DC.\n\nBeginning at 13th level, you can use your Channel Divinity feature twice between rests, then three times at 18th level. When you finish a short or long rest, you regain any expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 13, "detail": "2/Rest" }, { "level": 18, "detail": "3/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "When you or a friendly creature within 10 feet of you makes a save, the creature gains a bonus to the save equal to your CHA modifier (minimum bonus of +1). You must be conscious to grant this bonus. A creature can only receive the benefits of one Aura of Protection feature at a time (that is, auras from multiple paladins don't stack).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and friendly creatures within 10 feet of you can't be frightened while you are conscious.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Divine Recovery.** When you heal a creature with your Lay on Hands feature, the target can expend one of their hit dice, roll the die, and add their CON modifier to it. The target regains that many hit points, in addition to any healing received from Lay on Hands.\n- **Radiant Strikes.** Your every strike is divinely empowered. When you hit a creature with a weapon, the attack deals an extra 1d8 radiant damage. Fiends and Undead instead take 2d8 radiant damage. This extra damage stacks with any damage from your Divine Smite feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "You can use your action to end one spell on yourself or on one willing creature you touch.\n\nYou can use this feature a number of times equal to your CHA modifier (minimum of one). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-improvements", "name": "Aura Improvements", "desc": "The range of your Aura of Protection and Aura of Courage features (and any auras granted by your paladin subclass) increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. You gain the following epic boon:\n- **Aura of Salvation.** As an action, you can exude a calming reassurance for 1 hour. While the aura is active, you and friendly creatures within 30 feet of you have resistance to nonmagical damage and automatically succeed on death saving throws. A creature with at least 1 HP that starts its turn in the aura regains hit points equal to your CHA modifier. This effect ends early if you are incapacitated or die. Once used, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_paladin_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_sorcerer", "features": [ { "key": "bfrd_sorcerer_core-traits", "name": "Core Sorcerer Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) an arcane focus; (A) a dungeoneer's pack or (B) an explorer's pack; plus two daggers|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "You begin to draw from an internal wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n\n## Sorcery Points\n\nYou start with 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Progression table. You can never have more sorcery points than shown in the table for your level. You regain all spent sorcery points when you finish a long rest.\n\n## Flexible Casting\n\nYou can sacrifice spell slots to gain additional sorcery points or use your sorcery points to gain additional spell slots. You learn other ways to use your sorcery points as you reach higher levels.\n\n*Converting a Spell Slot to Sorcery Points.* As a bonus action, you can expend one Arcane spell slot and gain a number of sorcery points equal to the spell slot's circle.\n\n*Creating Spell Slots.* You can spend sorcery points to gain one Arcane spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given circle. You can create spell slots no higher than 5th circle with this feature, and the spell slots you create vanish when you finish a long rest.\n\n|Spell Slot Circle|Sorcery Point Cost|\n|---|---|\n|1st|2|\n|2nd|3|\n|3rd|5|\n|4th|6|\n|5th|7|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_spellcasting", "name": "Spellcasting", "desc": "As a conduit for arcane power, you can cast Arcane spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Sorcerer Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Sorcerer Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Arcane spell list to learn.\n\nThe Spells Known column of the Sorcerer Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a sorcerer, you can learn one new Arcane spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of sorcerer, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- **Spell save DC** = 8 + your proficiency bonus (PB) + your CHA modifier\n- **Spell attack modifier** = your proficiency bonus (PB) + your CHA modifier\n\n## Spellcasting Focus\n\nYou can use an arcane focus as a spellcasting focus for your Arcane spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_metamagic", "name": "Metamagic", "desc": "You gain the ability to twist your spells to suit your needs in the moment. You start with two of the following Metamagic feature options of your choice. You gain another option at 6th, 13th, and 18th levels.\n\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. To alter a spell with metamagic, a spell must count as an Arcane spell for you. When your sorcerer level grants you the Improvement feature, you can replace one Metamagic option you know with a different Metamagic option from this list.\n\n## Careful Spell\n\nWhen you cast a spell that forces creatures to make a save, you can spend 1 sorcery point to exclude some of them from the effect. When you do, choose a number of those creatures up to half your sorcerer level (rounded up). A chosen creature automatically succeeds on its save and takes no damage from the spell.\n\nYou can use the Careful Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Distant Spell\n\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 100 feet. Spells with a range of touch instead have their range increased to 30 feet.\n\n## Empowered Spell\n\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your CHA modifier (minimum of one). You must use the new roll results.\n\nYou can use the Empowered Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Enlarged Spell\n\nWhen you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell's area of effect in one of the following ways (depending on the shape of the spell effect):\n- Circle, Cylinder, or Sphere. The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).\n- Cone. The cone's size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).\n- Cube. The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).\n- Line. The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).\n\n## Extended Spell\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration to 10 minutes. Spells with a duration of 10 minutes or longer instead have their duration doubled, to a maximum duration of 24 hours.\n\n## Flexible Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to change the spell's damage type to any other damage type, except psychic. Spells that naturally deal psychic damage can't benefit from the Flexible Spell option.\n\n## Heightened Spell\n\nWhen you cast a spell that forces a target to make a save to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first save made against the spell.\n\n## Hunting Spell\n\nWhen you cast a spell that requires a target to make a save or take damage, you can spend 2 sorcery points to cause the spell to deal half damage even if a target succeeds on its save. This damage still affects targets who could normally avoid taking all damage on a successful save (via Evasion or similar features).\n\n## Lucky Spell\n\nWhen you cast a spell that requires an attack roll and miss, you can spend 2 sorcery points to add the total number of Luck that you currently have to the attack roll, potentially turning a failure into a success. Luck isn't expended by this Metamagic option and can subsequently be spent on the attack roll normally.\n\n## Quickened Spell\n\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. You can't use this feature to cast two 1st-circle or higher spells on the same turn.\n\n## Retain Spell\n\nWhen you cast a spell that requires concentration, you can spend 2 sorcery point to have advantage on any concentration checks made to maintain the spell for its duration. Your concentration isn't automatically broken for that spell if you become incapacitated, meaning that you can still attempt concentration checks as you normally would.\n\nYou can use the Retain Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Shielding Spell\n\nWhen you cast a spell, you can spend 2 sorcery points to gain a number of temporary hit points equal to 3 × the spell's circle. These temporary hit points last for 1 hour.\n\n## Subtle Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\n\n## Twinned Spell\n\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to 1 + the spell's circle to target a second creature in range with the same spell. (Cantrips cost only 1 sorcery point.)\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current circle. For example, magic missile and scorching ray aren't eligible but acid arrow and ray of enfeeblement are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "2" }, { "level": 6, "detail": "3" }, { "level": 13, "detail": "4" }, { "level": 18, "detail": "5" } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_sorcerer-subclass", "name": "Sorcerer Subclass", "desc": "Choose a subclass that reflects the origins of your magical power, either Chaos or Draconic (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Origin Spells.** Each sorcerer subclass has a list of origin spells that you can access as soon as you can cast spells of that circle (as shown in the Sorcerer Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting an origin spell still expends an Arcane spell slot as normal.\n\nIf one of these spells isn't on the Arcane spell list, it still counts as an Arcane spell for you. You can't replace origin spells when you gain a level of sorcerer.", "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_sorcerer_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_sorcerer_sorcerous-renewal", "name": "Sorcerous Renewal", "desc": "When you finish a short rest, roll 1d4 + 1 and regain that many sorcery points.\n\nAt higher levels, your Sorcerous Renewal feature improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and 4d4 + 1 at 17th.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "1 Die" }, { "level": 9, "detail": "2 Dice" }, { "level": 13, "detail": "3 Dice" }, { "level": 17, "detail": "4 Dice" } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the sorcerer's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Arcane Instruction.** You find new ways to tap into internal magical resources. When you fail an ability check, you can spend 1 sorcery point to add your CHA modifier to the result, potentially turning a failure into a success.\n- **Innate Spell.** You learn one spell of 1st or 2nd circle from the Arcane, Primordial, or Wyrd spell list. You can cast that spell at its lowest circle by expending a number of sorcery points equal to that spell's circle instead of using a spell slot. When you gain a level in sorcerer, you can replace your innate spell with another spell of 1st or 2nd circle from the available lists.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_devour-spell", "name": "Devour Spell", "desc": "When a creature you can see targets you with a spell, you can use your reaction to attempt to immediately draw the spell's power into yourself. Make a CHA check with a DC equal to 10 + the spell's circle. On a success, you and every other target of the spell have advantage on saves against it and take only half as much damage from it. You also gain a number of sorcery points equal to the spell's circle.\n\nAlternatively, you can target a magical effect within 30 feet of you that was created by a spell, such as fog cloud or wall of fire. On a successful CHA check, the spell ends.\n\nOnce you successfully devour a spell, 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": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the sorcerer's path grants you a powerful new ability. You gain the following epic boon:\n- **Arcane Conjunction.** When a spell or magical effect affects you, you can use your reaction to target one creature you can see within 120 feet of you. That creature is affected as though it were also the target. Once used, you can't use this feature again until you finish a short or long rest, unless you spend 10 sorcery points to do so.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_sorcerer_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_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "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": "10" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "13" }, { "level": 13, "column_value": "14" }, { "level": 14, "column_value": "15" }, { "level": 15, "column_value": "16" }, { "level": 16, "column_value": "17" }, { "level": 17, "column_value": "18" }, { "level": 18, "column_value": "19" }, { "level": 19, "column_value": "20" }, { "level": 20, "column_value": "21" } ] }, { "key": "bfrd_sorcerer_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_sorcerer_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "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": "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": "10" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 20, "column_value": "15" } ] }, { "key": "bfrd_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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_sorcerer_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": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Constitution" } ], "subclass_of": null, "name": "Sorcerer", "desc": "", "hit_dice": "D6", "caster_type": "FULL", "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": "a5e_swift-strategist", "features": [ { "key": "a5e_swift-strategist_make-haste", "name": "Make Haste", "desc": "At 3rd level when you select this archetype, choose one of the following.\n\n## Fast Feet\nWhenever a creature starts its turn within your Commanding Presence, you can choose to increase that creature's Speed by 5 feet until the end of its turn.\n\n## Fast Retreat\nOnce per round when you take the Attack action, you can forgo making one attack to allow a creature within your Commanding Presence to move up to half its Speed without provoking opportunity attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_swift-strategist_skirmisher", "name": "Skirmisher", "desc": "Also at 3rd level, you increase your speed by 10 feet whenever you're wearing light or no armor and not wielding a shield. In addition, when your movement would provoke an opportunity attack, you impose disadvantage on the attack roll made against you.\n\nAt 15th level, the increase to your speed becomes 20 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_swift-strategist_nimble-troops", "name": "Nimble Troops", "desc": "At 7th level, choose either Acrobatics or Athletics. Creatures you choose within your Commanding Presence add your Charisma modifier (minimum +1) to checks using the chosen skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_swift-strategist_glorious-sacrifice", "name": "Glorious Sacrifice", "desc": "At 11th level, choose one of the following:\n\n## Miraculous Protector\nWhen a creature within your Commanding Presence is critically hit, you can use your reaction to become the target of the attack instead. Once you have used this feature, you cannot do so again until you finish a rest.\n\n## Take Cover\nWhen you and at least one other creature within your Commanding Presence would make a saving throw, you can choose to make your saving throw with disadvantage. If you do, creatures you choose within your Commanding Presence make that saving throw with advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_swift-strategist_portentous-escape", "name": "Portentous Escape", "desc": "At 15th level, choose one of the following:\n\n## Fortifying Encouragement\nWhenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see or hear you, it the target gains temporary hit points equal to 5 + your Charisma modifier.\n\n## Get Them Out\nWhen a creature within your Commanding Presence would make a saving throw against an area effect, you can use your reaction to shout at them, and that creature can use its reaction to move up to half its Speed. If the creature ends its movement outside the area, the area effect has no effect on them. 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": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_swift-strategist_unbound-horde", "name": "Unbound Horde", "desc": "At 18th level, choose one of the following.\n\n## Among the Ranks\nCreatures you choose have disadvantage on opportunity attacks made against creatures within your Commanding Presence\n\n## March Together\nThe first time you move on your turn, each creature you choose that is within your Commanding Presence can use its reaction to move up to 10 feet, provided the creature's Speed is at least 10 feet.", "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": "Swift Strategist", "desc": "", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "a5e_talented-tactician", "features": [ { "key": "a5e_talented-tactician_tactical-edge", "name": "Tactical Edge", "desc": "Starting at 3rd level when you choose this archetype, whenever you roll initiative, you gain a tactics die, which is a d4. While you have this die, when a creature within 60 feet that can hear or see you would make an attack, you can roll the tactics die and add the result to that creature's attack roll. Once rolled, the tactics die is lost until you regain it at the start of your next turn. The tactics die disappears when the combat ends.\n\nIf you start your turn and no one has rolled the tactics die, you can trade out the die for a die of the next larger size, such that a d4 becomes a d6, a d6 becomes a d8, and so on, up to a maximum of d12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_talented-tactician_student-of-war", "name": "Student of War", "desc": "At 7th level, choose either Culture, History, or Nature. You gain proficiency in the chosen skill and an expertise die on checks made using that skill.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_talented-tactician_operations-leader", "name": "Operations Leader", "desc": "Starting at 11th level, you devise a set of communication cues. Any creature with whom you've shared these cues—usually taking 10 minutes of discussion and practice—does not need to share a language with you to benefit from this feature.\n\nAdditionally, you can use a bonus action on your turn to spend 5 exertion points and make it easier for you and your allies to help each other with certain skills. For the next 10 minutes, your chosen allies can take theHelp action as a bonus action to help each other. This coordination requires you to maintain concentration (as if concentrating on a spell), and both chosen creatures—the one helping and the one making the ability check—must be within 30 feet of you at the time the ability check is made.\n\nEach turn, you can use your bonus action to change which creatures benefit from the coordination each turn. The skills that can benefit from this feature are Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Stealth, and Survival.\n\nIf you have proficiency in Stealth, this coordination can happen silently via surreptitious signals. If you have proficiency in Deception, this coordination can happen as a series of code words interspersed with other conversation. An onlooker needs to succeed on an Insight check contested by your ability check—whether Stealth or Deception—to realize the coordination is taking place.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_talented-tactician_superior-tactics", "name": "Superior Tactics", "desc": "At 15th level, choose one of the following.\n\n## More Tactical\n\nWhenever you gain a tactics die, you gain an additional tactics die, to a maximum of two dice. The second tactics die can be used like the first and increases size in the manner described under the Tactical Edge class feature.\n\n## Tactical Efficacy\nYour tactics die begins at d6. When you reach 20th level, your tactics die begins at d8. After the tactics die is rolled, when regained it reverts to a d4.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_talented-tactician_hidden-resources", "name": "Hidden Resources", "desc": "At 18th level, choose one of the following.\n\n## Dig Deeper\nYou can use a bonus action on your turn to allow a creature to regain the use of an origin trait or class feature that would normally be regained by finishing a short rest. You can use this feature twice, and you regain all expended uses when you finish a long rest.\n\n## Reach Further\nWhile you are conscious, when a creature you choose within the radius of your Commanding Presence would drop to 0 hit points, that creature can use its reaction to roll your tactics die and gain temporary hit points equal to the result plus your Charisma modifier (minimum 1). Once a creature has benefited from your tactics die 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": 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": "Talented Tactician", "desc": "", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_circle-of-the-land", "features": [ { "key": "srd-2024_druid_circle-of-the-land_spell-list", "name": "Circle of the Land Spells", "desc": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_circle-of-the-land_lands-aid", "name": "Land's Aid", "desc": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_circle-of-the-land_natural-recovery", "name": "Natural Recovery", "desc": "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_circle-of-the-land_natures-sanctuary", "name": "Nature's Sanctuary", "desc": "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so 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": "srd-2024_druid_circle-of-the-land_natures-ward", "name": "Nature's Ward", "desc": "As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "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": "Druid", "key": "srd-2024_druid" }, "name": "Circle of the Land", "desc": "*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_champion", "features": [ { "key": "srd-2024_fighter_champion_additional-fighting-style", "name": "Additional Fighting Style", "desc": "You gain another Fighting Style feat of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_champion_heroic-warrior", "name": "Heroic Warrior", "desc": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_champion_improved-critical", "name": "Improved Critical", "desc": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_champion_remarkable-athlete", "name": "Remarkable Athlete", "desc": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_champion_superior-critical", "name": "Superior Critical", "desc": "Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_champion_survivor", "name": "Survivor", "desc": "You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "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": "Fighter", "key": "srd-2024_fighter" }, "name": "Champion", "desc": "*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.", "hit_dice": null, "caster_type": "NONE", "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-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-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": "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": "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-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-2024_oath-of-devotion", "features": [ { "key": "srd-2024_paladin_oath-of-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_sacred-weapon", "name": "Sacred Weapon", "desc": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_smite-of-protection", "name": "Smite of Protection", "desc": "Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_spells", "name": "Oath of Devotion Spells", "desc": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd-2024_paladin" }, "name": "Oath of Devotion", "desc": "*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_path-of-the-berserker", "features": [ { "key": "srd-2024_path-of-the-berserker_frenzy", "name": "Frenzy", "desc": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_intimidating-presence", "name": "Intimidating Presence", "desc": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_mindless-rage", "name": "Mindless Rage", "desc": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_path-of-the-berserker_retaliation", "name": "Retaliation", "desc": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D12", "hit_dice_name": "1D12 per Path of the Berserker level", "hit_points_at_1st_level": "12 + your Constitution modifier", "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per path of the berserker level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd-2024_barbarian" }, "name": "Path of the Berserker", "desc": "*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.", "hit_dice": "D12", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_thief", "features": [ { "key": "srd-2024_rogue_thief_fast-hands", "name": "Fast Hands", "desc": "As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_thief_second-story-work", "name": "Second-Story Work", "desc": "You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_thief_supreme-sneak", "name": "Supreme Sneak", "desc": "You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_thief_thiefs-reflexes", "name": "Thief's Reflexes", "desc": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_rogue_thief_use-magic-device", "name": "Use Magic Device", "desc": "You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "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": "Rogue", "key": "srd-2024_rogue" }, "name": "Thief", "desc": "*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_warrior-of-the-open-hand", "features": [ { "key": "srd-2024_monk_warrior-of-the-open-hand_fleet-step", "name": "Fleet Step", "desc": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_warrior-of-the-open-hand_open-hand-technique", "name": "Open Hand Technique", "desc": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\n**Addle.** The target can't make Opportunity Attacks until the start of its next turn.\n\n**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\n**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_warrior-of-the-open-hand_quivering-palm", "name": "Quivering Palm", "desc": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\nYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_warrior-of-the-open-hand_wholeness-of-body", "name": "Wholeness of Body", "desc": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 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": "Monk", "key": "srd-2024_monk" }, "name": "Warrior of the Open Hand", "desc": "*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_champion", "features": [ { "key": "srd_champion_additional-fighting-style", "name": "Additional Fighting Style", "desc": "At 10th level, you can choose a second option from the Fighting Style class feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_champion_improved-critical", "name": "Improved Critical", "desc": "Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_champion_remarkable-athlete", "name": "Remarkable Athlete", "desc": "Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_champion_superior-critical", "name": "Superior Critical", "desc": "Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_champion_survivor", "name": "Survivor", "desc": "At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "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": "Fighter", "key": "srd_fighter" }, "name": "Champion", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_circle-of-the-land", "features": [ { "key": "srd_circle-of-the-land_bonus-cantrip", "name": "Bonus Cantrip", "desc": "When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_circle-of-the-land_circle-spells", "name": "Circle Spells", "desc": "Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 5, "detail": null }, { "level": 7, "detail": null }, { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_circle-of-the-land_lands-stride", "name": "Land's Stride", "desc": "Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_circle-of-the-land_natural-recovery", "name": "Natural Recovery", "desc": "Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_circle-of-the-land_natures-sanctuary", "name": "Nature's Sanctuary", "desc": "When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_circle-of-the-land_natures-ward", "name": "Nature's Ward", "desc": "When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "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": "Druid", "key": "srd_druid" }, "name": "Circle of the Land", "desc": "", "hit_dice": null, "caster_type": null, "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": [] } } ] }