Character Class List
list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.
GET /v2/classes/?format=api&ordering=name&page=2
{ "count": 182, "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=name&page=3", "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=name", "results": [ { "key": "srd-2024_druid", "features": [ { "key": "srd-2024_druid_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_archdruid", "name": "Archdruid", "desc": "The vitality of nature constantly blooms within you, granting you the following benefits.\n\n**Evergreen Wild Shape.** Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.\n\n**Nature Magician.** You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.\n\n**Longevity.** The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_beast-spells", "name": "Beast Spells", "desc": "While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_cantrips", "name": "Cantrips", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_core-traits", "name": "Core Druid Traits", "desc": "|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Druid level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Insight, Medicine, Na ture, Perception, Religion, or Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Herbalism Kit|\n|Armor Training|Light armor and Shields|\n|Starting Equipment|Choose A or B: (A) Leather Ar mor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_druid_druid-spell-list", "name": "Druid Spell List", "desc": "This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Cantrips (Level 0 Druid Spells)\n\n|School|Special|\n|---|---|\n|Transmutation|—|\n|Transmutation|—|\n|Divination|C|\n|Transmutation|—|\n|Transmutation|—|\n|Necromancy|—|\n|Conjuration|—|\n|Abjuration|C|\n|Transmutation|—|\n|Necromancy|—|\n|Evocation|—|\n|||\n\nTable: Level 1 Druid Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Charm Person|Enchantment|—|\n|Create or Destroy Water|Transmutation|—|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Entangle|Conjuration|C|\n|Faerie Fire|Evocation|C|\n|Fog Cloud|Conjuration|C|\n|Goodberry|Conjuration|—|\n|Healing Word|Abjuration|—|\n|Ice Knife|Conjuration|—|\n|Jump|Transmutation|—|\n|Longstrider|Transmutation|—|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n\nTable: Level 2 Druid Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Augury|Divination|R, M|\n|Barkskin|Transmutation|—|\n|Continual Flame|Evocation|M|\n|Darkvision|Transmutation|—|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Find Traps|Divination|—|\n|Flame Blade|Evocation|C|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_druid_druid-subclass", "name": "Druid Subclass", "desc": "You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the *Speak with Animals* spell prepared.\n\nYou can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_elemental-fury", "name": "Elemental Fury", "desc": "The might of the elements flows through you. You gain one of the following options of your choice.\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Druid cantrip.\n\n**Primal Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_improved-elemental-fury", "name": "Improved Elemental Fury", "desc": "The option you chose for Elemental Fury grows more powerful, as detailed below.\n\n**Potent Spellcasting.** When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.\n\n**Primal Strike.** The extra damage of your Primal Strike increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "4" }, { "level": 10, "column_value": "15" }, { "level": 11, "column_value": "16" }, { "level": 12, "column_value": "16" }, { "level": 13, "column_value": "17" }, { "level": 14, "column_value": "17" }, { "level": 15, "column_value": "18" }, { "level": 16, "column_value": "18" }, { "level": 17, "column_value": "19" }, { "level": 18, "column_value": "20" }, { "level": 19, "column_value": "21" }, { "level": 2, "column_value": "5" }, { "level": 20, "column_value": "22" }, { "level": 3, "column_value": "6" }, { "level": 4, "column_value": "7" }, { "level": 5, "column_value": "9" }, { "level": 6, "column_value": "10" }, { "level": 7, "column_value": "11" }, { "level": 8, "column_value": "12" }, { "level": 9, "column_value": "14" } ] }, { "key": "srd-2024_druid_primal-order", "name": "Primal Order", "desc": "You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Magician.** You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\n\n**Warden.** Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_druid_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_druid_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd-2024_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_druid_slots-7th", "name": "7th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd-2024_druid_slots-9th", "name": "9th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd-2024_druid_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through studying the mystical forces of nature. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Druid spell list. *Druidcraft* and *Produce Flame* are recommended.\n\nWhenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.\n\nWhen you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.\n\n**Spell Slots.** The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. *Animal Friendship*, *Cure Wounds*, *Faerie Fire*, and *Thunderwave* are recommended.\n\nThe number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Druid spells.\n\n**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-companion", "name": "Wild Companion", "desc": "You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the *Find Familiar* spell without Material components.\n\nWhen you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-resurgence", "name": "Wild Resurgence", "desc": "Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).\n\nIn addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-shape", "name": "Wild Shape", "desc": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see \"Known Forms\" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.\n\n**Number of Uses.** You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nYou gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.\n\n**Known Forms.** You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see \"Animals\" in \"Monsters\" for stat block options). The **Rat**, **Riding Horse**, **Spider**, and **Wolf** are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.\n\nWhen you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.\n\nWhen choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so.\n\nTable: Beast Shapes\n\n|Druid Level|Known Forms|Max CR|Fly Speed|\n|---|---|---|---|\n|2|4|1/4|No|\n|4|6|1/2|No|\n|8|8|1|Yes|\n\n**Rules While Shape-Shifted.** While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:\n- **Temporary Hit Points.** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.\n- **Game Statistics.** Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.\n- **No Spellcasting.** You can't cast spells, but shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.\n- **Objects.** Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_druid_wild-shape-uses", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_druid", "features": [ { "key": "srd_druid_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_archdruid", "name": "Archdruid", "desc": "At 20th level, you can use your Wild Shape an unlimited number of times.\r\n\r\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_beast-spells", "name": "Beast Spells", "desc": "Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_druid-circle", "name": "Druid Circle", "desc": "At 2nd level, you choose to identify with a circle of druids such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a wooden shield or (*b*) any simple weapon\r\n* (*a*) a scimitar or (*b*) any simple melee weapon\r\n* Leather armor, an explorer’s pack, and a druidic focus", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)\r\n**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears \r\n**Tools:** Herbalism kit\r\n**Saving Throws:** Intelligence, Wisdom\r\n**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_druid_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_druid_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 4, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_druid_slots-7th", "name": "7th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_druid_slots-9th", "name": "9th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_druid_spellcasting", "name": "Spellcasting", "desc": "Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.\r\n\r\n###Cantrips\r\n\r\nAt 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.\r\n\r\n###Preparing and Casting Spells\r\n\r\nThe Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n###Spellcasting Ability\r\n\r\nWisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a druidic focus (see chapter 5, “Equipment”) as a spellcasting focus for your druid spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_druid_timeless-body", "name": "Timeless Body", "desc": "Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_druid_wild-shape", "name": "Wild Shape", "desc": "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.\r\n\r\nYour druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.\r\n\r\n| Level | Max. CR | Limitations | Example |\r\n| --- | --- | --- | --- |\r\n| 2nd | 1/4 | No flying or swimming speed | Wolf |\r\n| 4th | 1/2 | No flying speed | Crocodile |\r\n| 8th | 1 | - | Giant Eagle |\r\n\r\nYou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\r\n\r\nWhile you are transformed, the following rules apply:\r\nYour game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\r\n\r\nWhen you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\r\n\r\nYou can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\r\n\r\nYou retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\r\n\r\nYou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_druid", "features": [ { "key": "bfrd_druid_core-traits", "name": "Core Druid Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D8 per Druid level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) a shield or (B) any simple weapon; (A) a sickle or (B) any simple melee weapon; plus Leather armor, an explorer's pack, and a druidic focus|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_druid_spellcasting", "name": "Spellcasting", "desc": "As a conduit for primordial power, you can cast Primordial spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Primordial spell list to learn. You choose more Primordial cantrips to learn at higher levels, as shown in the Cantrips Known column of the Druid Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Primordial spell list from circles for which you have Primordial spell slots. (You determine which spell slots you can access by checking your level on the Druid Progression table). You can choose a number of spells equal to your WIS modifier + your druid level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher.\n\nThe Druid Progression table shows how many Primordial spell slots you have per day at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 WIS, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Primordial ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Druid Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your Primordial spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_druidic", "name": "Druidic", "desc": "You know Druidic, the secret language of druids. You can speak the language and use a system of natural elements to leave hidden messages that only other druids will understand. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful WIS (Perception) check but can't decipher it without magic.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_natures-gift", "name": "Nature's Gift", "desc": "You have learned to harness the ambient energy of nature and can redirect that energy to encourage growth and healing. As a bonus action, choose one creature within 5 feet of you (this can be you). When you do so, roll a number of d4s equal to your PB (minimum of 2d4). That creature regains hit points equal to the total rolled. This feature has no effect on Constructs or Undead.\n\nYou can use this feature a number of times per day equal to your PB. You recover expended uses when you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_wild-shape", "name": "Wild Shape", "desc": "You gain the ability to channel energy directly from nature to produce effects beyond spells. You start with two effects: Beast Form and Draw Power. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Wild Shape feature, simply choose which specific effect you want, such as Beast Form. Some of these effects require a save, and in those cases, the DC is equal to your druid spell save DC.\n\nBeginning at 2nd level, you can use your Wild Shape feature once until you finish a short or long rest, then twice between rests at 6th level, three times at 13th level, and four times at 18th level. When you finish a short or long rest, you regain all expended uses.\n\n## Wild Shape: Beast Form\n\nAs an action, you can magically assume the form of a Beast. When you first gain this feature, choose two Beasts of challenge rating (CR) 1/4 or less as your known forms. To select a known form, you must have seen or interacted with a Beast in your past. For example, a druid that hails from a desert environment is unlikely to be familiar enough with a sea-dwelling creature like a dolphin to select it as a known form. The Beast you choose can't have any legendary actions or lair actions.\n\nAs you advance in druid levels, you can choose more beast forms as shown in the Beast Forms Known column of the Druid Progression table.\n\nWhen you gain a level of druid, you can replace one known form with a different form of your choosing. Any new form you choose must abide by the form restrictions.\n\n## Wild Shape: Draw Power\n\nAs a bonus action, you can reshape the natural energies around you to draw them within yourself and recharge your spellcasting ability. When you do so, choose a single expended Primordial spell slot to recover. The recovered spell slot must be of a circle equal to or less than your proficiency bonus (PB). For example, a 5th-level druid with a PB of +3 could recover an expended 1st, 2nd, or 3rd-circle Primordial spell slot with this feature.\n\nYou can't use Draw Power while transformed by the Beast Form effect of your Wild Shape feature, even if you have multiple uses of Wild Shape available to expend.\n\n## Rules of Transformation\n\nYou can stay in a beast form for a number of hours equal to your PB. You then revert to your normal form unless you expend another use of Wild Shape. You can also choose to revert to your normal form as a bonus action. You automatically revert if you become unconscious, drop to 0 HP while in beast form, or die.\n\nWhile transformed, your game statistics are replaced by those of your new form, except you retain your INT, WIS, and CHA scores. You also retain your personality. If you make an ability check or save while in beast form, you can choose whether to use either your normal character proficiencies and PB or else use the Beast's listed ability modifier to determine the check total (without your PB in this case).\n\nYour hit points for the new form are set to a new amount dependent on the size of your new form, as shown in the Hit Points by Form Size table. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 HP, any excess damage carries over to your normal form. For example, if you take 10 damage while in beast form and your beast form has only 1 HP left, you revert to your normal form and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 HP, you remain conscious.\n\nYou are limited by the actions you can perform by the nature of your new form, and you can't speak or take any other action that requires hands or speech unless your new form is capable of such actions. You can't cast spells while transformed. However, transforming doesn't automatically break your concentration on a spell you've already cast or prevent you from taking actions that are part of an ongoing spell—such as those required by the call lightning spell.\n\nYour gear and anything you are wielding melds into your new form. You can't activate, use, or otherwise benefit from any of your gear while transformed.\n\n|Form Size|Hit Points|\n|---|---|\n|Tiny|2 + your PB|\n|Small|5 + your PB|\n|Medium|12 + your PB|\n|Large|22 + your PB|\n|Huge or Gargantuan|84 + your PB|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "1/Rest" }, { "level": 6, "detail": "2/Rest" }, { "level": 13, "detail": "3/Rest" }, { "level": 18, "detail": "4/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_druid_druid-subclass", "name": "Druid Subclass", "desc": "Choose a subclass that reflects your values and magical practices, either Leaf or Shifter (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n## Ring Spells\n\nEach subclass has a list of ring spells that you can access as soon as you can cast spells of that circle (as shown on the Druid Progression table). Once you gain such a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. However, casting a ring spell still expends a Primordial spell slot as normal.\n\nIf one of these spells isn't on the Primordial spell list, it still counts as a Primordial spell for you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_druid_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_improved-beast-form", "name": "Improved Beast Form", "desc": "You can now use the Beast Form effect of your Wild Shape feature to assume more powerful beast forms. When you learn a new form, you can choose a Beast of CR 1/2 or less. At 9th level, you can assume the form of any Beast of CR 1 or less. At 14th level, you can assume the form of any Beast of CR 2 or less.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "CR 1/2" }, { "level": 9, "detail": "CR 1" }, { "level": 14, "detail": "CR 2" } ], "data_for_class_table": [] }, { "key": "bfrd_druid_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the druid's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Rite of the Kingdom.** All Beasts and creatures with the Animal tag understand your speech, and you can understand their noises and motions as if they were speaking, even if they don't speak a language. This ability doesn't grant Beasts the intelligence to understand or communicate complex concepts, but you can share basic information with ease. Your GM has final say on what a particular creature can express. In addition, you have advantage on Charisma checks made to interact with or influence such creatures.\n- **Rite of the Shaper.** When you roll initiative and have no remaining uses of Wild Shape, you regain one use. Once you use this feature, you can't do so again until you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_natures-grace", "name": "Nature's Grace", "desc": "Your attunement to the natural energies of the world infuses your body, sustaining you and protecting you from unnatural harm. You gain the following benefits:\n- You can't be magically aged, and you suffer none of the frailty of old age. You can still die of old age though.\n- You no longer need food or water to survive.\n- Your ability scores and hit point maximum can't be lowered by any means short of a wish spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the druid's path grants you a powerful new ability. You gain the following epic boon:\n- **Archdruid.** You can use the Beast Form effect of your Wild Shape feature an unlimited number of times. In addition, you can ignore the verbal and somatic components of Primordial spells, as well as any material components that lack a cost.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_druid_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_druid_beast-forms-known", "name": "Beast Forms Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "5" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 20, "column_value": "6" } ] }, { "key": "bfrd_druid_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "3" }, { "level": 2, "column_value": "3" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "5" }, { "level": 17, "column_value": "5" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 20, "column_value": "5" } ] }, { "key": "bfrd_druid_rituals-known", "name": "Rituals Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 2, "column_value": "1" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "5" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "7" }, { "level": 14, "column_value": "7" }, { "level": 15, "column_value": "8" }, { "level": 16, "column_value": "8" }, { "level": 17, "column_value": "9" }, { "level": 18, "column_value": "9" }, { "level": 19, "column_value": "9" }, { "level": 20, "column_value": "9" } ] }, { "key": "bfrd_druid_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 2, "column_value": "3" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_druid_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_druid_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_druid_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_druid_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "1" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_druid_slots-6th", "name": "6th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "bfrd_druid_slots-7th", "name": "7th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "bfrd_druid_slots-8th", "name": "8th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "bfrd_druid_slots-9th", "name": "9th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Druid level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per druid level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Intelligence" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Druid", "desc": "", "hit_dice": "D8", "caster_type": "FULL", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_eldritch-trickster", "features": [ { "key": "open5e_eldritch-trickster_arcane-ambuscade", "name": "Arcane Ambuscade", "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_eldritch-grift", "name": "Eldritch Grift", "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_magical-misdirection", "name": "Magical Misdirection", "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_sleight-of-mage-hand", "name": "Sleight of Mage Hand", "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_spellcasting", "name": "Spellcasting", "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd | 3 | 3 | 2 | - | - | - |\n| 4th | 3 | 4 | 3 | - | - | - |\n| 5th | 3 | 4 | 3 | - | - | - |\n| 6th | 3 | 4 | 3 | - | - | - |\n| 7th | 3 | 5 | 4 | 2 | - | - |\n| 8th | 3 | 6 | 4 | 2 | - | - |\n| 9th | 3 | 6 | 4 | 2 | - | - |\n| 10th | 4 | 7 | 4 | 3 | - | - |\n| 11th | 4 | 8 | 4 | 3 | - | - |\n| 12th | 4 | 8 | 4 | 3 | - | - |\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue" }, "name": "Eldritch Trickster", "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_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": "toh_familiar-master", "features": [ { "key": "toh_familiar-master_arcane-amplification", "name": "Arcane Amplification", "desc": "Starting at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast through your familiar. In addition, your familiar has advantage on saving throws against spells and other magical effects.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_companion-concentration", "name": "Companion Concentration", "desc": "Starting at 14th level, when you are concentrating on a spell of 3rd level or lower, you can use an action to draw on your connection with your familiar to pass the burden of concentration onto it, freeing you up to concentrate on a different spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_familiar-savant", "name": "Familiar Savant", "desc": "Beginning when you select this arcane tradition at 2nd level, you learn the *find familiar* spell if you don't know it already. You innately know this spell and don't need to have it scribed in your spellbook or prepared in order to cast it. When you cast *find familiar*, the casting time is 1 action, and it requires no material components.\n You can cast *find familiar* without expending a spell slot. You can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n In addition, when you cast the *find familiar* spell, you can choose for your familiar to take the form of any Small or smaller beast that is CR 1/4 or lower, such as a flying snake, giant moth (see *Creature Codex*), or giant armadillo (see *Tome of Beasts 2*). The familiar has the statistics of the chosen beast form, but it is a celestial, fey, or fiend (your choice) instead of a beast.\n When you reach 6th level in this class, your familiar can take the form of any Small or smaller beast that is CR 1 or lower. Alternatively, at the GM's discretion, your familiar can be any Tiny celestial, dragon, fey, or fiend that is CR 1 or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_greater-familiar", "name": "Greater Familiar", "desc": "Also at 2nd level, when you cast *find familiar*, your familiar gains the following additional benefits: \n* Your familiar adds your proficiency bonus to its Armor Class, and it uses your proficiency bonus in place of its own when making ability checks and saving throws. It is proficient in any saving throw in which you are proficient. \n* Your familiar's hit points equal its normal hit point maximum or 1 + your Intelligence modifier + three times your wizard level, whichever is higher. It has a number of Hit Dice (d4s) equal to your wizard level. \n* In combat, your familiar shares your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take any action in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge. \n* Your familiar's attacks are enhanced by the magic bond you share with it. When making attack rolls, your familiar uses your spell attack bonus or its normal attack bonus, whichever is higher. In addition, when your familiar hits with an attack, the attack deals force damage equal to 1d4 + its Strength or Dexterity modifier (your choice) + your proficiency bonus instead of its normal damage. If the familiar's attack normally deals additional damage, such as a flying snake's poison, or has an additional effect, such as an octopus's grapple, the familiar's attack still has that additional damage or effect. \n* Your familiar's Intelligence increases to 8 unless it is already higher. It can understand and speak Common and either Celestial (if celestial), Sylvan (if fey), or Abyssal or Infernal (if fiend).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_familiar-master_strengthened-bond", "name": "Strengthened Bond", "desc": "Starting at 6th level, your magical bond with your familiar grows stronger. If your familiar has a trait or action that forces a creature to make a saving throw, it uses your spell save DC. In addition, you can access your familiar's senses by using either an action or a bonus action, and whenever your familiar is within 100 feet of you, it can expend its reaction to deliver any wizard spell you cast. If the spell has a range of 5 feet or more, you must be sharing your familiar's senses before casting the spell. If the spell requires an attack roll, ability check, or saving throw, you use your own statistics to adjudicate the result.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "Familiar Master", "desc": "Each wizard has a strong connection with their familiar, but some mages eschew specializing in a school of magic in favor of forming a powerful bond with a familiar. This bond allows the two to work in tandem in ways that few arcane practitioners could even dream of. Those who encounter such a familiar never look at a rodent or bird the same way again.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_fiend", "features": [ { "key": "bfrd_warlock-fiend_dark-ones-blessing", "name": "Dark One's Blessing", "desc": "When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, you gain temporary hit points equal to your PB + your warlock level. These hit points last until expended or until you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_fiend-pact-spells", "name": "Fiend Pact Spells", "desc": "You gain pact spells at the warlock levels listed in the Fiend Pact Spells table. See the Warlock Subclass class feature for how these spells work.\n\n|Warlock Level|Spells|\n|---|---|\n|3rd|burning hands, command|\n|5th|scorching ray, suggestion|\n|9th|fireball, stinking cloud|\n|13th|blight, wall of fire|\n|17th|dominate, flame strike|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_dark-ones-own-luck", "name": "Dark One's Own Luck", "desc": "You can call on your patron to alter fate in your favor. When you make an ability check or a save, you can use this feature to add 1d10 to your roll.\n\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_fiendish-resilience", "name": "Fiendish Resilience", "desc": "You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_warlock-fiend_hurl-through-hell", "name": "Hurl Through Hell", "desc": "When you hit a creature with an attack, you can use this feature to instantly transport the target, causing it to disappear and hurtle through a nightmare landscape.\n\nAt the end of your next turn, the target returns to the space it previously occupied or to the nearest unoccupied space. If the target is not a Fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "bfrd_warlock" }, "name": "Fiend", "desc": "Your patron is a greater fiend who holds dominion over lesser demons or devils. Fiendish patrons are uncontestably bound to the forces of evil—though the warlocks they choose rarely are. These patrons often delight in granting power to mortals, even if those mortals openly strive against their destructive aims. Whether these tendencies are exercises in corruption or serve a more nefarious design, few can say.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "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_fighter", "features": [ { "key": "srd-2024_fighter_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 6, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_action-surge", "name": "Action Surge", "desc": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.\n\nOnce you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": "one use" }, { "level": 17, "detail": "two uses" } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_core-traits", "name": "Core Fighter Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength or Dexterity|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_fighter_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.", "crossreferences": { "to": [ { "anchor": "Boon of Combat Prowess", "url": "https://api-beta.open5e.com/v2/feats/srd-2024_boon-of-combat-prowess/" } ] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_fighter-subclass", "name": "Fighter Subclass", "desc": "You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_fighting-style", "name": "Fighting Style", "desc": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see \"Feats\"). Defense is recommended.\n\nWhenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.", "crossreferences": { "to": [ { "anchor": "Defense", "url": "https://api-beta.open5e.com/v2/feats/srd-2024_defense/" } ] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_indomitable", "name": "Indomitable", "desc": "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": "one use" }, { "level": 17, "detail": "three uses" }, { "level": 13, "detail": "two uses" } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_fighter_second-wind", "name": "Second Wind", "desc": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.\n\nYou can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhen you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_second-wind-uses", "name": "Second Wind", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_fighter_studied-attacks", "name": "Studdied Attacks", "desc": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-master", "name": "Tactical Master", "desc": "When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-mind", "name": "Tactical Mind", "desc": "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_tactical-shift", "name": "Tactical Shift", "desc": "Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_three-extra-attacks", "name": "Three Extra Attacks", "desc": "You can attack four times instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_two-extra-attacks", "name": "Two Extra Attacks", "desc": "You can attack three times instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_fighter_weapon-mastery-count", "name": "Weapon Mastery", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "3" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 1, "column_value": "3" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_fighter", "features": [ { "key": "srd_fighter_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 6, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_action-surge", "name": "Action Surge", "desc": "Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": "two uses" }, { "level": 2, "detail": "one use" } ], "data_for_class_table": [] }, { "key": "srd_fighter_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) a light crossbow and 20 bolts or (*b*) two handaxes\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_fighter_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": "2" }, { "level": 20, "detail": "3" }, { "level": 5, "detail": "1" } ], "data_for_class_table": [] }, { "key": "srd_fighter_fighting-style", "name": "Fighting Style", "desc": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n###Archery\r\n\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n###Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n###Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n###Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n###Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n###Two-Weapon Fighting\r\n\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_indomitable", "name": "Indomitable", "desc": "Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": "two uses" }, { "level": 17, "detail": "three uses" }, { "level": 9, "detail": "one use" } ], "data_for_class_table": [] }, { "key": "srd_fighter_martial-archetype", "name": "Martial Archetype", "desc": "At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_fighter_proficiencies", "name": "Proficiencies", "desc": "**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_fighter_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_fighter_second-wind", "name": "Second Wind", "desc": "You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Constitution" }, { "name": "Strength" } ], "subclass_of": null, "name": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_fighter", "features": [ { "key": "bfrd_fighter_core-traits", "name": "Core Fighter Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) chain mail or (B) leather armor, longbow, and 20 arrows; (A) a martial weapon and a shield or (B) two martial weapons; (A) a light crossbow and 20 bolts or (B) two handaxes; (A) a dungeoneer's pack or (B) an explorer's pack|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_fighter_last-stand", "name": "Last Stand", "desc": "When you take damage that would reduce your hit points to less than half your hit point maximum (rounded down), you can use your reaction to spend hit dice, up to a number equal to your PB. Immediately roll those hit dice. You regain hit points equal to the sum of all dice rolled + your CON modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Aim\n\n*Requires Wielding a Ranged or Thrown Weapon*\n\nAs a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Quick Strike\n\n*Requires Wielding Two Light Weapons*\n\nAfter you take the Attack action on your turn and attack with a Light melee weapon that you're holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you're holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don't add your ability modifier to the damage of these additional attacks unless the modifier is negative.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Melee Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_action-surge", "name": "Action Surge", "desc": "When the need is great, you push your body to its absolute limit. On your turn, you can activate this feature to gain another action—in addition to the action and possible bonus action you regularly get on your turn.\n\nOnce you use this feature, you must complete a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest but only once on the same turn. At 18th level, you can use it three times before a rest but only once on the same turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 13, "detail": "2/Rest" }, { "level": 18, "detail": "3/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_fighter-subclass", "name": "Fighter Subclass", "desc": "Choose a subclass that reflects your role in battle, either Spell Blade or Weapon Master (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 6, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 14, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.\n\nStarting at 9th level, you can make three attacks when you take the Attack action. At 17th level, you can make four.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "2/Attack Action" }, { "level": 9, "detail": "3/Attack Action" }, { "level": 17, "detail": "4/Attack Action" } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the fighter's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Defiant.** When you fail a save, you can instead choose to succeed on the save. You can use this feature once and regain the use of it when you finish a long rest. You can use it twice before a long rest at 13th level, and three times at 17th.\n- **Unstoppable.** When you start your turn, you can choose to end one of the following conditions affecting you: blinded, charmed, frightened, incapacitated, paralyzed, or stunned. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the fighter's path grants you a powerful new ability. You gain the following epic boon:\n- **Turn the Tide.** Once on each of your turns, when you hit a creature or object with a weapon attack on your turn, you can cause the attack to deal additional damage (of the same damage type as the weapon) equal to your STR or DEX score (your choice). The attack's damage ignores resistance and immunity, and it can't be reduced or avoided by any means.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_fighter_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Fighter level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per fighter level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Constitution" }, { "name": "Strength" } ], "subclass_of": null, "name": "Fighter", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "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": "toh_gravebinding", "features": [ { "key": "toh_gravebinding_disruptive-touch", "name": "Disruptive Touch", "desc": "Beginning at 10th level, when an undead creature takes damage from a 1st-level or higher spell you cast, it takes an extra 4d6 radiant damage. Undead creatures you kill using this feature are destroyed in a puff of golden motes.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_gravebinder-lore", "name": "Gravebinder Lore", "desc": "At 2nd level, you can use an action to inscribe a small rune on a corpse. While this rune remains, the corpse can't become undead. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\n In addition, you have proficiency in the Religion skill if you don't already have it, and you have advantage on Intelligence (Religion) checks made to recall lore about deities of death, burial practices, and the afterlife.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_hunter-of-the-dead", "name": "Hunter of the Dead", "desc": "Starting at 2nd level, you gain access to spells passed down by generations of gravebinders. The *heart to heart* (2nd), *dead walking* (3rd), *gird the spirit* (3rd), *life from death* (5th), and *lay to rest* (9th) spells are wizard spells for you, and you add them to your spellbook at the indicated wizard levels (see the Magic and Spells chapter for details on these spells). Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.\n Also at 2nd level, you can use your action and expend one wizard spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether undead are present within 1 mile of you. You know the general direction of the undead creatures, though not their exact locations or numbers, and you know the direction of the most powerful undead within range.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_radiant-nimbus", "name": "Radiant Nimbus", "desc": "At 14th level, you can use your action to envelope yourself in a shroud of golden flames for 1 minute. While enveloped, you gain the following benefits: \n* When you summon the flames and as an action on each of your turns while the flames are active, you can frighten undead within 30 feet of you. Each undead creature in the area must succeed on a Wisdom saving throw or be frightened of you until the flames fade or until it takes damage. An undead creature with sunlight sensitivity (or hypersensitivity, in the case of vampires) also takes 4d6 radiant damage if it fails the saving throw. \n* You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \n* When an undead creature hits you with a melee weapon attack, it takes 2d10 radiant damage.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_gravebinding_restriction-the-dead-must-rest", "name": "Restriction: The Dead Must Rest", "desc": "When you choose this wizard arcane tradition, you can no longer cast spells that animate, conjure, or create undead, and, if any such spells are copied in your spellbook, they fade from the book within 24 hours, leaving blank pages where the spells were.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_gravebinding_ward-against-the-risen", "name": "Ward Against the Risen", "desc": "Starting at 6th level, when an undead creature you can see within 30 feet of you targets an ally with an attack or spell, you can use your reaction to hamper the attack or spell. The undead has disadvantage on its attack roll or your ally has advantage on its saving throw against the undead's spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard" }, "name": "Gravebinding", "desc": "While most wizards who desire power over the dead focus their efforts on necromancy, there are other, rarer, paths one can choose. Gravebinders focus their efforts on safeguarding tombs and graveyards to ensure the dead remain at rest and the living remain safe from the dead. When undead rise to prey upon the living, a gravebinder hunts downs the abominations and returns them to their eternal slumber.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_grove-warden", "features": [ { "key": "toh_grove-warden_forests-will", "name": "Forest's Will", "desc": "At 3rd level, you can magically draw on the living essence of the land to hamper your foes. As a bonus action, choose one creature you can see within 60 feet of you. Your next weapon attack against that creature has advantage. If that attack hits, the creature's speed is reduced by 10 feet until the start of your next turn. When you reach 11th level in this class, if that attack hits, the creature's speed is instead halved until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_grove-warden-magic", "name": "Grove Warden Magic", "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grove Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Grove Warden Spells**\n| Ranger Level | Spells | \n|---------------|-------------------------| \n| 3rd | *entangle* | \n| 5th | *branding smite* | \n| 9th | *speak with plants* | \n| 13th | *hallucinatory terrain* | \n| 17th | *animate objects* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_intruders-bane", "name": "Intruder's Bane", "desc": "At 7th level, you can command the land around you to come to your aid. As a bonus action, choose a point you can see on the ground within 60 feet. You cause the area within 15 feet of that point to undulate and warp. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failure, a creature is pushed up to 15 feet in a direction of your choice and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_living-bulwark", "name": "Living Bulwark", "desc": "Starting at 15th level, the land around you comes to your aid when you are in danger, interposing rocks, branches, vines, roots, or even the ground itself between you and your foes. When a creature you can see targets you with an attack, you can use your reaction to roll a d8 and add it to your AC against the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_whispers-of-the-forest", "name": "Whispers of the Forest", "desc": "At 3rd level, when you use your Primeval Awareness feature while within a forest, you add humanoids to the list of creature types you can sense. When sensing humanoids, you know the general direction of the creatures, and you know if a humanoid is solitary, in a small group of up to 5 humanoids, or a pack of more than 5 humanoids.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_grove-warden_wrath-of-the-forest", "name": "Wrath of the Forest", "desc": "At 11th level, you can call on the land in your vicinity to strike at your enemies. When you take the Attack action, you can use a bonus action to make a rock, branch, root, or other small natural object attack a creature within 30 feet of you. You are proficient with the attack, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you add your Dexterity modifier to the attack and damage rolls. The damage is of a type appropriate to the object, such as piercing for a thorny branch or bludgeoning for a rock, and the damage die is a d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger" }, "name": "Grove Warden", "desc": "Fiercely protective of their territory, alseid herds form close bonds with their home forests. In return for their diligent protection, the forests offer their blessings to dedicated alseid rangers. In recent years, woodsy adventurers of other races who have earned the forests' trust also received this blessing, though their numbers are scant. These Grove Wardens can tap into the living magic of ancient forests. Your senses travel through the plants and earth of the woods, and the very land rises up to strike down your enemies.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_haunted-warden", "features": [ { "key": "toh_haunted-warden_beyond-the-pale", "name": "Beyond the Pale", "desc": "Starting when you choose this archetype at 3rd level, you can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_guardian-geist", "name": "Guardian Geist", "desc": "At 11th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.\n In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_haunted-warden-magic", "name": "Haunted Warden Magic", "desc": "You learn an additional spell when you reach certain levels in this class, as shown in the Haunted Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Haunted Warden Spells**\n| Ranger Level | Spells | \n|---------------|------------------------| \n| 3rd | *false life* | \n| 5th | *invisibility* | \n| 9th | *speak with dead* | \n| 13th | *death ward* | \n| 17th | *dispel evil and good* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_haunted-warden_merge-spirit", "name": "Merge Spirit", "desc": "Starting at 7th level, you can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit usher's Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher's damage resistances and damage immunities.\n Once you use this feature, you shouldn't use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_spirit-usher", "name": "Spirit Usher", "desc": "At 3rd level, you gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit's game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places.\n\nYou determine the spirit's appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.\n In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows. \n* Choose one of *chill touch*, *ray of frost*, *sacred flame*, or *vicious mockery*. Use your level when determining the damage of the chosen cantrip. \n* Choose one of *druidcraft*, *prestidigitation*, or *thaumaturgy*. \n* Choose one of *dancing lights*, *message*, or *minor illusion*.\nThe spirit is bonded to you. It can't be turned or destroyed, such as with the cleric's Turn Undead feature. When the spirit usher dies, it retreats to the Ethereal Plane to restore itself and returns to an unoccupied space within 5 feet of you when you finish a long rest. If the spirit usher died within the last hour, you can use your action to expend a spell slot of 1st level or higher to return it to life after 1 minute with all its hit points restored.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_haunted-warden_true-psychopomp", "name": "True Psychopomp", "desc": "At 15th level, you can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger" }, "name": "Haunted Warden", "desc": "It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the warden's in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they can't come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hungering", "features": [ { "key": "toh_hungering_feast-of-arcana", "name": "Feast of Arcana", "desc": "Starting at 6th level, when you reduce one or more hostile creatures to 0 hit points with one spell of 1st level or higher, you regain 1 spent sorcery point.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_glutton-for-punishment", "name": "Glutton for Punishment", "desc": "Starting at 14th level, you can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_greedy-heart", "name": "Greedy Heart", "desc": "At 18th level, when you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can't reduce the cost below 1).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_hungry-eyes", "name": "Hungry Eyes", "desc": "At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn't undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hungering_thirsty-soul", "name": "Thirsty Soul", "desc": "Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer" }, "name": "Hungering", "desc": "Your innate magic comes from a deep, primal source of hunger and craving. Perhaps your line was cursed for its greed by a god of plenty or generosity. Perhaps one of your forebears was marked by the hungering undead. Sorcerers with this origin have an unyielding appetite for arcana and go to nearly any length to satiate their desire to increase their magical power.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hunt-domain", "features": [ { "key": "toh_hunt-domain_blessing-of-the-hunter", "name": "Blessing of the Hunter", "desc": "At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "At 1st level, you gain proficiency with martial weapons.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_channel-divinity-heart-strike", "name": "Channel Divinity: Heart Strike", "desc": "Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_deadly-stalker", "name": "Deadly Stalker", "desc": "At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can't use this feature again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_hunt-domain-spells", "name": "Hunt Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|----------------------------------------|\r\n| 1st | *bloodbound*, *illuminate spoor* |\r\n| 3rd | *instant snare*, *mark prey* |\r\n| 5th | *going in circles*, *tracer* |\r\n| 7th | *heart-seeking arrow*, *hunting stand* |\r\n| 9th | *harrying hounds*, *maim* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunt-domain_pack-hunter", "name": "Pack Hunter", "desc": "Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Hunt Domain", "desc": "Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can't be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.\n Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_hunter", "features": [ { "key": "srd-2024_ranger_hunter_defensive-tactics", "name": "Defensive Tactics", "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_hunters-lore", "name": "Hunter's Lore", "desc": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_hunters-prey", "name": "Hunter's Prey", "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_superior-hunters-defense", "name": "Superior Hunter's Defense", "desc": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_ranger_hunter_superior-hunters-prey", "name": "Superior Hunter's Prey", "desc": "Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd-2024_ranger" }, "name": "Hunter", "desc": "*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_hunter", "features": [ { "key": "srd_hunter_defensive-tactics", "name": "Defensive Tactics", "desc": "At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_hunters-prey", "name": "Hunter's Prey", "desc": "At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_multiattack", "name": "Multiattack", "desc": "At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_hunter_superior-hunters-defense", "name": "Superior Hunter's Defense", "desc": "At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger" }, "name": "Hunter", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_hunter", "features": [ { "key": "bfrd_ranger-hunter_hunter-calling-spells", "name": "Hunter Calling Spells", "desc": "You gain calling spells at the ranger levels listed in the Hunter Calling Spells table. See the Ranger Subclass class feature for how these spells work.\n\n|Ranger Level|Spells|\n|---|---|\n|3rd|protection from evil and good|\n|5th|misty step|\n|9th|nondetection|\n|13th|banishment|\n|17th|greater hold|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_killer-instinct", "name": "Killer Instinct", "desc": "As a bonus action, choose a creature within 60 feet of you that you can see. You immediately learn the creature's immunities, resistances, and vulnerabilities, or you learn if it has none. This feature doesn't function if the target is magically concealed by a nondetection spell or similar effect that counters divination magic.\n\nYou can use this feature a number of times equal to your PB and regain all uses of it when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_relentless-pursuit", "name": "Relentless Pursuit", "desc": "Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_favored-foe", "name": "Favored Foe", "desc": "As part of a long rest, you can spend time reviewing your research and preparing to face a specific type of monster. Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. For 24 hours, creatures of that type have disadvantage on attack rolls against you. You also have advantage on saves against being charmed, frightened, or possessed by them.\n\nAt the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_no-escape", "name": "No Escape", "desc": "When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon's reach of the target, you can immediately make an opportunity attack as part of the same reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_ranger-hunter_predators-shield", "name": "Predator's Shield", "desc": "When you take damage from a creature you can see, you can use your reaction to supernaturally ward yourself against that creature for a short time. You have resistance to all damage dealt by the target for 1 minute, including resistance to the damage dealt by the triggering attack. This effect ends early if you become incapacitated.\n\nOnce used, this feature can't be used again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "bfrd_ranger" }, "name": "Hunter", "desc": "Rangers who heed the calling of the Hunter are no mere trappers or furriers. They are the last line of defense between the natural and the supernatural world. Hunters seek, stalk, and slay monstrous predators like outsiders, fiends, and undead who devastate populations with their malign magic.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_hunter-in-darkness", "features": [ { "key": "toh_hunter-in-darkness_avatar-of-death", "name": "Avatar of Death", "desc": "Starting at 14th level, if you reduce a target to 0 hp with a weapon attack, you can use a bonus action to force each ally of the target within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Hunter in Darkness lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Hunters in Darkness Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|------------------------------------| \n| 1st | *bloodhound*, *hunter's endurance* | \n| 2nd | *instant snare*, *mark prey* | \n| 3rd | *clairvoyance*, *nondetection* | \n| 4th | *harry*, *heart-seeking arrow* | \n| 5th | *killing fields*, *legend lore* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_savage-hunter", "name": "Savage Hunter", "desc": "Starting at 1st level, when you reduce a hostile creature to 0 hp, its nearest ally within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_step-into-shadow", "name": "Step Into Shadow", "desc": "Beginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear in an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. Once you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_strike-from-the-dark", "name": "Strike from the Dark", "desc": "Beginning at 10th level, your patron's constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute or until it takes any damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_hunter-in-darkness_the-hunter-in-darkness-and-your-pact-boons", "name": "The Hunter in Darkness and Your Pact Boons", "desc": "When you select your pact boon at 3rd level, it is altered by your patron in the following ways.\n\n***Pact of the Chain.*** Your familiar is a hunting hound made of shadow, and it uses the statistics of a wolf.\n\n***Pact of the Blade.*** Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon.\n\n***Pact of the Tome.*** Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the type of creature that left the tracks (such as a winter wolf), though not the creature's name or specific appearance (such as Frosttooth, the one-eyed leader of a notorious pack of winter wolves that terrorizes the area).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock" }, "name": "Hunter in Darkness", "desc": "The Hunter in Darkness is an entity that sees all creatures as prey and enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear further than the Hunter can by itself.\n Though your patron isn't mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a “kill or be killed” attitude.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_legionary", "features": [ { "key": "toh_legionary_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Insight, Nature, or Survival skill (your choice).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_cooperative-strike", "name": "Cooperative Strike", "desc": "Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_coordinated-fighting", "name": "Coordinated Fighting", "desc": "Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_massed-fighting", "name": "Massed Fighting", "desc": "Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.\n In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_move-as-one", "name": "Move As One", "desc": "At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_tactical-positioning", "name": "Tactical Positioning", "desc": "At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_legionary_vigilance", "name": "Vigilance", "desc": "At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn't provoke opportunity attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Fighter", "key": "srd_fighter" }, "name": "Legionary", "desc": "A legionary follows the techniques of close-quarters combat developed by soldiers fighting shoulder to shoulder with their allies. This style of fighting spread far and wide, finding an honored place among the armies and mercenary companies of other races. True legionaries scoff at the image of the storybook hero standing alone against impossible odds, knowing together they can face any danger and emerge victorious.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_life-domain", "features": [ { "key": "srd-2024_cleric_life-domain_blessed-healer", "name": "Blessed Healer", "desc": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_life-domain-spells", "name": "Life Domain Spells", "desc": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_preserve-life", "name": "Preserve Life", "desc": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_cleric_life-domain_supreme-healing", "name": "Supreme Healing", "desc": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd-2024_cleric" }, "name": "Life Domain", "desc": "*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_life-domain", "features": [ { "key": "srd_life-domain_blessed-healer", "name": "Blessed Healer", "desc": "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_channel-divinity-preserve-life", "name": "Channel Divinity: Preserve Life", "desc": "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_life-domain-spells-table", "name": "Life Domain Spells (table)", "desc": "Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_life-domain_supreme-healing", "name": "Supreme Healing", "desc": "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Life Domain", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_life-domain", "features": [ { "key": "bfrd_cleric-life-domain_channel-divinity-preserve-life", "name": "Channel Divinity: Preserve Life", "desc": "You gain the following Channel Divinity option.\n\n**Channel Divinity: Preserve Life.** As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your cleric level.\n\nChoose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.\n\nThis healing has no effect on Undead or Constructs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_disciple-of-life", "name": "Disciple of Life", "desc": "Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's circle.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_life-domain-spells", "name": "Life Domain Spells", "desc": "You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Cleric Subclass class feature for how these spells work.\n\n|Cleric Level|Spells|\n|---|---|\n|3rd|bless, cure wounds, gentle repose, restoration|\n|5th|mass healing word, revivify|\n|7th|death ward, guardian of faith|\n|9th|greater restoration, mass cure wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_blessed-healer", "name": "Blessed Healer", "desc": "Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's circle.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_greater-preservation", "name": "Greater Preservation", "desc": "The Preserve Life effect of your Channel Divinity feature can now affect any creatures within 60 feet of you. In addition, when you use Preserve Life, one target of your choice can also receive one of the following benefits:\n- Cure all diseases affecting the target.\n- End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned.\n- Neutralize all poisons affecting the target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_cleric-life-domain_perfect-healing", "name": "Perfect Healing", "desc": "When you cast a Divine spell of 1st circle or higher that restores hit points, you automatically restore the maximum possible number of hit points. For example, if a cure wounds spell heals 1d8 + 3 hit points, rather than rolling, the target heals 11 hit points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "bfrd_cleric" }, "name": "Life Domain", "desc": "Gods of the Life domain celebrate natural cycles of life and death, exemplifying health and vitality. Devotees of this domain are encouraged to heal the wounded, care for the sick, and oppose the perversion of undeath.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "a5e_marshal", "features": [ { "key": "a5e_marshal_proficiency-bonus", "name": "Proficiency Bonus", "desc": "", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "a5e_marshal_commanding-presence-range", "name": "Commanding Presence", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "10 feet" }, { "level": 10, "column_value": "30 feet" }, { "level": 11, "column_value": "30 feet" }, { "level": 12, "column_value": "30 feet" }, { "level": 13, "column_value": "30 feet" }, { "level": 14, "column_value": "10 feet" }, { "level": 15, "column_value": "45 feet" }, { "level": 16, "column_value": "45 feet" }, { "level": 17, "column_value": "45 feet" }, { "level": 18, "column_value": "45 feet" }, { "level": 19, "column_value": "45 feet" }, { "level": 2, "column_value": "10 feet" }, { "level": 20, "column_value": "60 feet" }, { "level": 3, "column_value": "10 feet" }, { "level": 4, "column_value": "10 feet" }, { "level": 5, "column_value": "20 feet" }, { "level": 6, "column_value": "20 feet" }, { "level": 7, "column_value": "20 feet" }, { "level": 8, "column_value": "20 feet" }, { "level": 9, "column_value": "20 feet" } ] }, { "key": "a5e_marshal_follower-count", "name": "Followers", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "1" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "1" }, { "level": 9, "column_value": "1" } ] }, { "key": "a5e_marshal_maneuvers-known", "name": "Maneuvers Known", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "11" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" } ] }, { "key": "a5e_marshal_maneuver-degree", "name": "Maneuver Degree", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "3rd" }, { "level": 11, "column_value": "3rd" }, { "level": 12, "column_value": "4th" }, { "level": 13, "column_value": "4th" }, { "level": 14, "column_value": "4th" }, { "level": 15, "column_value": "4th" }, { "level": 16, "column_value": "5th" }, { "level": 17, "column_value": "5th" }, { "level": 18, "column_value": "5th" }, { "level": 19, "column_value": "5th" }, { "level": 2, "column_value": "1st" }, { "level": 20, "column_value": "5th" }, { "level": 3, "column_value": "1st" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "2nd" }, { "level": 6, "column_value": "2nd" }, { "level": 7, "column_value": "2nd" }, { "level": 8, "column_value": "3rd" }, { "level": 9, "column_value": "3rd" } ] }, { "key": "a5e_marshal_lessons-known", "name": "Lessons Known", "desc": "", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 2, "column_value": "1" }, { "level": 20, "column_value": "5" }, { "level": 3, "column_value": "1" }, { "level": 4, "column_value": "1" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "a5e_marshal_ability-score-improvement", "name": "Ability Score Improvement", "desc": "At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1, to a maximum of 20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, heavy armor, shields\n**Weapons:** Simple weapons, martial weapons\n**Tools:** None\n**Saving Throws:** Wisdom, Charisma\n**Skills:** Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_starting-equipment", "name": "Equipment", "desc": "You begin the game with 200 gp. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.\n\n- **Skirmisher’s Set (Cost 193 gp):** 6 javelins, longsword, hauberk, light shield, explorer's pack\n- **Soldier's Set (Cost 111 gp):** Battleaxe, scimitar, 2 spears,longbow and quiver with 20 arrows, padded leather, dungeoneer's pack", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-presence", "name": "Commanding Presence", "desc": "Starting at 1st level, you have a Commanding Presence that extends from you in a 10-foot radius.\n\nWhen you take the Attack action, you can forgo making one attack to allow a creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.\n\nThe radius of your Commanding Presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rallying-surge", "name": "Rallying Surge", "desc": "Also starting at 1st level, you can use a bonus action to choose a creature within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again\n\nYou can target two creatures simultaneously with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-maneuvers", "name": "Combat Maneuvers", "desc": "At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.\n\nYou gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.\n\nAdditionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war", "name": "Lessons of War", "desc": "Also at 2nd level, you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-archetype", "name": "Marshal Archetype", "desc": "At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_mark-foe", "name": "Mark Foe", "desc": "Also at 3rd level, you can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-directives", "name": "Combat Directives", "desc": "Starting at 5th level, you learn one combat maneuver from the Sanguine Knot tradition. The degree of this maneuver can't be higher than the highest-degree maneuver you can learn. This combat maneuver does not count against the number of combat maneuvers that you know.\n\nIn addition, when a creature makes an attack granted by your Commanding Presence, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it can't benefit from Combat Directives again until it finishes a rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_extra-attack", "name": "Extra Attack", "desc": "Starting at 5th level, when you take the Attack action on your turn, you can attack twice instead of once. At 11th level, you can attack three times instead of once.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "two attacks" }, { "level": 11, "detail": "three attacks" } ], "data_for_class_table": [] }, { "key": "a5e_marshal_followers", "name": "Followers", "desc": "At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower, or one of your followers becomes more experienced. If one of your followers dies, after 1 month you receive word that their replacement is ready to join you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_call-to-arms", "name": "Call to Arms", "desc": "Beginning at 6th level, when you roll initiative, you and each creature you choose within your Commanding Presence gains anexpertise die to their initiative roll.\n\nAdditionally, when you roll for initiative, you can switch your result with that of any ally you can see.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-renown", "name": "Marshal Renown", "desc": "At 6th level, you add half your proficiency bonus to your Prestige rating.\n\nIn addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement, people treat you accordingly. At the Narrator's discretion, there may be settlements (such as an enemy's war camp) where you can't utilize this feature. Choose one of the following:\n\n## Famous\nWhen you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make\n\n## Infamous\nWhen you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local, they rapidly tell you whatever details they think you might want to know. In addition, you gain an expertise die on Intimidation checks.\n\n## Maverick\nWhen you arrive in a settlement, after you reveal who you are, the local watch starts keeping an eye on you. Heads of illegal organizations might introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you're up to no good and are quick to leave their posts to follow you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_versatile-exploration", "name": "Versatile Exploration", "desc": "Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_spur-ally", "name": "Spur Ally", "desc": "Beginning at 9th level, once per long rest, when a creature you can see that can hear or see you fails an ability check or saving throw, you can use your reaction to allow them to reroll the triggering ability check or saving throw.\n\nStarting at 13th level, you regain use of this feature after finishing a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_expanded-directives", "name": "Expanded Directives", "desc": "Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.\n\nAt 15th level, choose a second tradition that you know combat maneuvers from.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rouse-the-troops", "name": "Rouse the Troops", "desc": "Also starting at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each creature of your choice that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest. In addition, each creature spends at least one Hit Die in this way can remove one level of fatigue or strife it is currently suffering. Once a creature has removed a level of fatigue or strife in this way, it can't do so again until it finishes a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-demeanor", "name": "Commanding Demeanor", "desc": "Starting at 12th level, the lessons you've learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:\n\n## Calm\nWhen you first meet an NPC, you can choose to remain silent and communicate through nonverbal cues. So long as the NPC has a CR lower than your level, you remain silent for 1 minute, and the NPC stays within sight of you for the duration, they act as if you succeeded on an Intimidation check.\n\nIn addition, you gain an expertise die on Insight checks.\n\n## Resolute\nWhenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.\n\n## Responsive\nWhen you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don't. In addition, you gain an expertise die on Persuasion checks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_dauntless", "name": "Dauntless", "desc": "Starting at 13th level, you and creatures you choose have advantage on saving throws against the charmed or frightened conditions while within your Commanding Presence.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_stronghold", "name": "Stronghold", "desc": "Also at 13th level, you gain an average, grade 4 stronghold (castle, house, or training hall). Unlike normal strongholds, you can't sell this stronghold", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_advantageous-action", "name": "Advantageous Action", "desc": "Starting at 14th level, you can use the Help action as a bonus action. In addition, when you take the Help action, choose one of the following effects:\n\n- One frightened creature within 30 feet that can hear or see you is no longer frightened.\n- One creature within 5 feet gains temporary hit points equal to your Charisma modifier (minimum 1).\n- You touch a living creature that has 0 hit points. The creature regains 1 hit point.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_greater-stronghold", "name": "Greater Stronghold", "desc": "At 16th level, your stronghold is upgraded to grade 5.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 16, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_critical-weakness", "name": "Critical Weakness", "desc": "Beginning at 17th level, you can focus your mind to identify any enemy's weaknesses. Once per rest, you can use a bonus action to choose one creature you can see within 60 feet and expose a flaw in its defenses. Until the end of your next turn, any creature that can hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_impresive-reputation", "name": "Impressive Reputation", "desc": "Starting at 18th level, you choose one of the following:\n\n## Hero\nNobles and royalty treat you as an equal, granting you free food, lodging, and a place in their court for a number of days up to your marshal level.\n\n## Iconoclast\nWhenever you arrive in a settlement, you are visited by 1d4+1 bards, scholars, and sages who ask you to recount your recent exploits. In exchange, they each either share a piece of information they think might be relevant to your current quest or make an Intelligence, Wisdom, or Charisma check (with a +5 bonus) to answer a specific question on your behalf.\n\n## Slaughterer\nBandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_legendary-commander", "name": "Legendary Commander", "desc": "At 20th level, creatures within your Commanding Presence add your Charisma modifier (minimum 1) to saving throws. Additionally, choose one of the following:\n\n## Commander's Expertise\nWhenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.\n\n## Feedback Loop\nWhenever a creature uses your Commanding Presence and successfully hits a target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.\n\n## Rapid Deployment\nAfter initiative is rolled and until combat ends, your Speed increases by 20 feet, and creatures you choose that can see or hear you increase their Speed by 20 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_supreme-stronghold", "name": "Supreme Stronghold", "desc": "Also at 20th level, your stronghold is upgraded to grade 6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war-list", "name": "Lessons of War", "desc": "When you gain access to a new lesson of war, choose one of the following.\n\n### Exacting\nYou gain proficiency with navigator's tools, or if you're already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator's tools check to travel an additional number of miles equal to your proficiency bonus.\n\n### Keep Walking\nOnce between long rests, you can choose a number of allies equal to twice your proficiency bonus who can hear or see you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.\n\n### Lay of the Land\nBy spending 10 minutes observing the area in a 2-mile radius, you can spend 2 exertion points to pick out where there are choke points, large swaths of cover, watercourses, vegetation that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, as well as on checks made to prepare an ambush or realize you are being ambushed.\n\n### Rewarding Repute\nWhenever you visit a settlement, the commoners there tell you all the valuable information they can about their home, including the history of nearby ruins, the general features of the immediate wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.\n\n### Soldier Kitting\nYou and a number of creatures equal to your proficiency bonus can carry one additional bulky item.\n\n### Team Tactics\nWhen more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.\n\n### Teamwork\nWhen you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you can't do so again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Marshal level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per marshal level after 1st" }, "document": { "name": "Adventurer's Guide", "key": "a5e-ag", "type": "SOURCE", "display_name": "Adventurer's Guide", "publisher": { "name": "EN Publishing", "key": "en-publishing" }, "gamesystem": { "name": "Advanced 5th Edition", "key": "a5e" }, "permalink": "https://a5esrd.com/a5esrd" }, "saving_throws": [ { "name": "Constitution" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Marshal", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_vanguard-marshal", "features": [ { "key": "bfrd_vanguard-marshal_inspiring-leadership", "name": "Inspiring Leadership", "desc": "When you use your Stratagems feature, you can choose one friendly creature that can see and hear you. That creature has advantage on the next attack roll it makes before the end of its next turn.\n\nThe number of creatures you can affect with this ability increases as you gain levels in the vanguard class. You can choose up to two creatures when you reach 7th level, three at 11th level, and four at 15th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": "1 target" }, { "level": 7, "detail": "2 targets" }, { "level": 11, "detail": "3 targets" }, { "level": 15, "detail": "4 targets" } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_war-banner", "name": "War Banner", "desc": "You gain the following War Banner option.\n\n**War Banner: Banner of Coordination.** You create a banner that helps allies coordinate their strikes. A friendly creature that starts its turn within the banner's range gains a +1 bonus to attack rolls for each other friendly creature currently within the banner's range, up to your PB, until the start of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_generals-gambit", "name": "General's Gambit", "desc": "When you or a friendly creature that you can see within 30 feet of you fails an ability check, attack roll, or save, you can expend and roll one of your vanguard Hit Dice. Add the number rolled to the check result, potentially turning a failure into a success.\n\nYou can use this feature to modify multiple checks on the same round, but you can't use this feature to modify the same check more than once.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_comrade-in-arms", "name": "Comrade in Arms", "desc": "Whenever you use your Inspiring Leadership feature to give at least one friendly creature advantage, you can also grant yourself advantage on the next attack roll you make before the end of that turn.\n\nIn addition, when a creature hits with an attack that has advantage from your Inspiring Leadership, the attack deals additional damage of the attack's type equal to your PB + your CHA modifier (minimum of 2).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_vanguard-marshal_battlefield-vigor", "name": "Battlefield Vigor", "desc": "You are the paragon of resilience on the battlefield. When you start your turn below half your hit point maximum but have at least 1 HP, you regain hit points equal to your PB + your CON modifier (minimum of 2).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Vanguard", "key": "bfrd_vanguard" }, "name": "Marshal", "desc": "Marshals are considered by some to be the ultimate vanguards. They hone their martial and leadership skills to become beacons of authority on the battlefield that inspire undying loyalty in those they command. Those that chose this path inevitably leave their mark on history as knights of legend, ruthless conquerors, or brilliant generals.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "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": "toh_mercy-domain", "features": [ { "key": "toh_mercy-domain_bolster-the-living", "name": "Bolster the Living", "desc": "At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_channel-divinity-involuntary-aid", "name": "Channel Divinity: Involuntary Aid", "desc": "Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_divine-strike-of-mercy", "name": "Divine Strike of Mercy", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_hand-of-grace-and-execution", "name": "Hand of Grace and Execution", "desc": "At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_mercy-domain-spells", "name": "Mercy Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------|\r\n| 1st | *divine favor*, *healing word* |\r\n| 3rd | *aid*, *ray of enfeeblement* |\r\n| 5th | *bardo*, *revivify* |\r\n| 7th | *death ward*, *sacrificial healing* |\r\n| 9th | *antilife shell*, *raise dead* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_mercy-domain_threshold-guardian", "name": "Threshold Guardian", "desc": "Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Mercy Domain", "desc": "Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_metallurgist", "features": [ { "key": "bfrd_metallurgist_augment-absorbing", "name": "Augment: Absorbing", "desc": "You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.\n\n### Absorbing\n\n*Item Requirement: Armor or Shield*\n\nYou empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your INT modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type.\n\nYou can use this feature a number of times equal to your PB, regaining all expended charges when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_mystic-metal", "name": "Mystic Metal", "desc": "You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a nonmagical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor.\n\nAny ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state.\n\nOnce transformed, the mystic metal resembles a head-to- toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isn’t affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesn’t hinder movement, and you are considered proficient with it.\n\nYour mystic metal functions as a magic suit of armor with the following properties:\n\n- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your STR or INT modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your STR or INT modifier (your choice) magical bludgeoning damage.\n- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it can’t appear on you.\n- While worn, the armor is attached to your body and can’t be removed against your will.\nWhile you wear the armor, your AC equals 13 + your INT modifier.\n\nCreatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_heavy-hitter", "name": "Heavy Hitter", "desc": "You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits:\n\n- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 9th level and 1d10 at 15th level.\nWhen you make a weapon attack, you score a critical hit on a roll of 19 or 20.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": "d6" }, { "level": 9, "detail": "d8" }, { "level": 15, "detail": "d10" } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_juggernaut", "name": "Juggernaut", "desc": "While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a STR check.\n\nIn addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_metallurgist_full-metal", "name": "Full Metal", "desc": "While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required).\n\nWhile this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types.\n\nOnce this state is used, you can’t activate it again until you complete a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Mechanist", "key": "bfrd_mechanist" }, "name": "Metallurgist", "desc": "Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_mischief-domain", "features": [ { "key": "open5e_mischief-domain_channel-divinity-double-trouble", "name": "Channel Divinity: Double Trouble", "desc": "Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_channel-divinity-walk-unseen", "name": "Channel Divinity: Walk Unseen", "desc": "Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_double-trouble-doubled", "name": "Double Trouble Doubled", "desc": "Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_mischeif-domain-spells-table", "name": "Mischeif Domain Spells (table)", "desc": "Cleric Level | Spells |\r\n|--------------|----------------------------------|\r\n| 1st | charm person, disguise self |\r\n| 3rd | mirror image, pass without trace |\r\n| 5th | blink, dispel magic |\r\n| 7th | dimension door, polymorph |\r\n| 9th | dominate person, modify memory |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_mischief-domain_spreader-of-mischief", "name": "Spreader of Mischief", "desc": "At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric" }, "name": "Mischief Domain", "desc": "*Compare to the core book's Trickery Domain*\n\nWhile most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_monk", "features": [ { "key": "srd-2024_monk_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_acrobatic-movement", "name": "Acrobatic Movement", "desc": "While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_body-and-mind", "name": "Body and Mind", "desc": "You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_core-traits", "name": "Core Monk Traits", "desc": "|||\n|---|---|\n|Primary Ability|Dexterity and Wisdom|\n|Hit Point Die|D8 per Monk level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth|\n|Weapon Proficiencies|Simple weapons and Martial weapons that have the Light property|\n|Tool Proficiencies|Choose one type of Artisan's Tools or Musical Instrument|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_monk_deflect-attacks", "name": "Deflect Attacks", "desc": "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.\n\nIf you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_monk_deflect-energy", "name": "Deflect Energy", "desc": "You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_disciplined-survivor", "name": "Disciplined Survivor", "desc": "Your physical and mental discipline grant you proficiency in all saving throws.\n\nAdditionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_empowered-strikes", "name": "Empowered Strikes", "desc": "Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_evasion", "name": "Evasion", "desc": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.\n\nYou don't benefit from this feature if you have the Incapacitated condition.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_focus-points", "name": "Focus Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_monk_heightened-focus", "name": "Heightened Focus", "desc": "Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.\n\n**Flurry of Blows.** You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.\n\n**Patient Defense.** When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.\n\n**Step of the Wind.** When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_martial-arts", "name": "Martial Arts", "desc": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:\n\n- Simple Melee weapons\n- Martial Melee weapons that have the Light property\n\nYou gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.\n\n**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action.\n\n**Martial Arts Die.** You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.\n\n**Dexterous Attacks.** You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_martial-arts-dice", "name": "Martial Arts", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 10, "column_value": "1d8" }, { "level": 11, "column_value": "1d10" }, { "level": 12, "column_value": "1d10" }, { "level": 13, "column_value": "1d10" }, { "level": 14, "column_value": "1d10" }, { "level": 15, "column_value": "1d10" }, { "level": 16, "column_value": "1d10" }, { "level": 17, "column_value": "1d12" }, { "level": 18, "column_value": "1d12" }, { "level": 19, "column_value": "1d12" }, { "level": 2, "column_value": "1d6" }, { "level": 20, "column_value": "1d12" }, { "level": 3, "column_value": "1d6" }, { "level": 4, "column_value": "1d6" }, { "level": 5, "column_value": "1d8" }, { "level": 6, "column_value": "1d8" }, { "level": 7, "column_value": "1d8" }, { "level": 8, "column_value": "1d8" }, { "level": 9, "column_value": "1d8" } ] }, { "key": "srd-2024_monk_monk-subclass", "name": "Monk Subclass", "desc": "You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_monks-focus", "name": "Monk's Focus", "desc": "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.\n\nYou can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.\n\nWhen you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.\n\nSome features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.\n\n**Flurry of Blows.** You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.\n\n**Patient Defense.** You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.\n\n**Step of the Wind.** You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_perfect-focus", "name": "Perfect Focus", "desc": "When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_monk_self-restoration", "name": "Self-Restoration", "desc": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.\n\nIn addition, forgoing food and drink doesn't give you levels of Exhaustion.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_slow-fall", "name": "Slow Fall", "desc": "You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_stunning-strike", "name": "Stunning Strike", "desc": "Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_superior-defense", "name": "Superior Defense", "desc": "At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_unarmored-defense", "name": "Unarmored Defense", "desc": "While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_monk_unarmored-movement", "name": "Unarmoed Movement", "desc": "Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null }, { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "+20 ft." }, { "level": 11, "column_value": "+20 ft." }, { "level": 12, "column_value": "+20 ft." }, { "level": 13, "column_value": "+20 ft." }, { "level": 14, "column_value": "+25 ft." }, { "level": 15, "column_value": "+25 ft." }, { "level": 16, "column_value": "+25 ft." }, { "level": 17, "column_value": "+25 ft." }, { "level": 18, "column_value": "+30 ft." }, { "level": 19, "column_value": "+30 ft." }, { "level": 2, "column_value": "+10 ft." }, { "level": 20, "column_value": "+30 ft." }, { "level": 3, "column_value": "+10 ft." }, { "level": 4, "column_value": "+10 ft." }, { "level": 5, "column_value": "+10 ft." }, { "level": 6, "column_value": "+15 ft." }, { "level": 7, "column_value": "+15 ft." }, { "level": 8, "column_value": "+15 ft." }, { "level": 9, "column_value": "+15 ft." } ] }, { "key": "srd-2024_monk_uncanny-metabolism", "name": "Uncanny Metabolism", "desc": "When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Monk level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per monk level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Monk", "desc": "", "hit_dice": "D8", "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_monk", "features": [ { "key": "srd_monk_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_deflect-missiles", "name": "Deflect Missiles", "desc": "Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.\r\n\r\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_diamond-soul", "name": "Diamond Soul", "desc": "Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.\r\n\r\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_empty-body", "name": "Empty Body", "desc": "Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\r\n\r\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a shortsword or (*b*) any simple weapon\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* 10 darts", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_monk_evasion", "name": "Evasion", "desc": "At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki", "name": "Ki", "desc": "Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\r\n\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\r\n\r\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.\r\n\r\nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:\r\n\r\n*Ki save DC* = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n### Flurry of Blows\r\n\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \r\n\r\n### Patient Defense\r\n\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.\r\n\r\n### Step of the Wind\r\n\r\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki-empowered-strikes", "name": "Ki-Empowered Strikes", "desc": "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_ki-points", "name": "Ki Points", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd_monk_martial-arts", "name": "Martial Arts", "desc": "At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.\r\n\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:\r\n\r\n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\r\n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\r\n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \r\n\r\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "1d4" }, { "level": 10, "column_value": "1d6" }, { "level": 11, "column_value": "1d8" }, { "level": 12, "column_value": "1d8" }, { "level": 13, "column_value": "1d8" }, { "level": 14, "column_value": "1d8" }, { "level": 15, "column_value": "1d8" }, { "level": 16, "column_value": "1d8" }, { "level": 17, "column_value": "1d10" }, { "level": 18, "column_value": "1d10" }, { "level": 19, "column_value": "1d10" }, { "level": 2, "column_value": "1d4" }, { "level": 20, "column_value": "1d10" }, { "level": 3, "column_value": "1d4" }, { "level": 4, "column_value": "1d4" }, { "level": 5, "column_value": "1d6" }, { "level": 6, "column_value": "1d6" }, { "level": 7, "column_value": "1d6" }, { "level": 8, "column_value": "1d6" }, { "level": 9, "column_value": "1d6" } ] }, { "key": "srd_monk_monastic-tradition", "name": "Monastic Tradition", "desc": "When you reach 3rd level, you commit yourself to a monastic tradition such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_perfect-self", "name": "Perfect Self", "desc": "At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Simple weapons, shortswords\r\n**Tools:** Choose one type of artisan’s tools or one musical instrument\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_monk_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_monk_purity-of-body", "name": "Purity of Body", "desc": "At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_slow-fall", "name": "Slow Fall", "desc": "Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_stillness-of-mind", "name": "Stillness of Mind", "desc": "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_stunning-strike", "name": "Stunning Strike", "desc": "Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_timeless-body", "name": "Timeless Body", "desc": "At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_tongue-of-the-sun-and-moon", "name": "Tongue of the Sun and Moon", "desc": "Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_unarmored-defense", "name": "Unarmored Defense", "desc": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_monk_unarmored-movement", "name": "Unarmored Movement", "desc": "Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\r\n\r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "+20 ft." }, { "level": 11, "column_value": "+20 ft." }, { "level": 12, "column_value": "+20 ft." }, { "level": 13, "column_value": "+20 ft." }, { "level": 14, "column_value": "+25 ft." }, { "level": 15, "column_value": "+25 ft." }, { "level": 16, "column_value": "+25 ft." }, { "level": 17, "column_value": "+25 ft." }, { "level": 18, "column_value": "+30 ft." }, { "level": 19, "column_value": "+30 ft." }, { "level": 2, "column_value": "+10 ft." }, { "level": 20, "column_value": "+30 ft." }, { "level": 3, "column_value": "+10 ft." }, { "level": 4, "column_value": "+10 ft." }, { "level": 5, "column_value": "+10 ft." }, { "level": 6, "column_value": "+15 ft." }, { "level": 7, "column_value": "+15 ft." }, { "level": 8, "column_value": "+15 ft." }, { "level": 9, "column_value": "+15 ft." } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Monk level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per monk level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity" }, { "name": "Strength" } ], "subclass_of": null, "name": "Monk", "desc": "", "hit_dice": "D8", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "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": "srd-2024_oath-of-devotion", "features": [ { "key": "srd-2024_paladin_oath-of-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_sacred-weapon", "name": "Sacred Weapon", "desc": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_smite-of-protection", "name": "Smite of Protection", "desc": "Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_oath-of-devotion_spells", "name": "Oath of Devotion Spells", "desc": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd-2024_paladin" }, "name": "Oath of Devotion", "desc": "*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.", "hit_dice": null, "caster_type": "NONE", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_oath-of-devotion", "features": [ { "key": "srd_oath-of-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null }, { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null }, { "level": 17, "detail": null }, { "level": 3, "detail": null }, { "level": 5, "detail": null }, { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_purity-of-spirit", "name": "Purity of Spirit", "desc": "Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_oath-of-devotion_tenets-of-devotion", "name": "Tenets of Devotion", "desc": "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Devotion", "desc": "", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_oath-of-devotion", "features": [ { "key": "bfrd_paladin-devotion_channel-divinity", "name": "Channel Divinity", "desc": "You gain the following two Channel Divinity options.\n\n## Channel Divinity: Sacred Weapon\n\nAs an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the effected weapon isn't already magical, it becomes magical for the duration.\n\nYou can end this effect on your turn (no action required). It ends early if you fall unconscious.\n\n## Channel Divinity: Sanctifying Light\n\nAs an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a CON save, ending the effect for itself on a success.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_devotion-oath-spells", "name": "Devotion Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Devotion Oath Spells table. See the Paladin Subclass class feature for how these spells work.\n\n|Paladin Level|Spells|\n|---|---|\n|3rd|sanctuary|\n|5th|warding bond|\n|9th|protection from energy|\n|13th|stoneskin|\n|17th|mass cure wounds|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_aura-of-devotion", "name": "Aura of Devotion", "desc": "You and friendly creatures within 10 feet of you can't be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_purity-of-spirit", "name": "Purity of Spirit", "desc": "Your connection to divinity gives you constant protection from the influence of supernatural creatures. You always have the following protections against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and creatures with the Outsider tag:\n- Listed creatures have disadvantage on attack rolls against you.\n- You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead.\n- You can't be charmed, frightened, or possessed by listed creatures.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin-devotion_holy-nimbus", "name": "Holy Nimbus", "desc": "As an action, you can emanate a nimbus of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. This light counts as true sunlight, such as when interacting with Sunlight Hypersensitivity, and it banishes areas of magical darkness created by the darkness spell or similar magic.\n\nWhen an enemy creature starts its turn in the bright light, it takes radiant damage equal to your paladin level. In addition, for the duration, you have advantage on saves.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "bfrd_paladin" }, "name": "Oath of Devotion", "desc": "Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography.\n\n**Tenets of Devotion.** Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets.\n- *Compassion.* Protect the weak, aid the helpless, and show mercy to your enemies whenever you are able.\n- *Courage.* Though caution is wise, never fear to act.\n- *Duty.* Do always as you have sworn to do. Obey those who have authority over you.\n- *Honesty.* Never tell a lie when the truth will suffice. Your word is your sacred promise.\n- *Honor.* Treat others with fairness. Let your deeds prove your character.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-justice", "features": [ { "key": "toh_oath-of-justice_avatar-of-perfect-order", "name": "Avatar of Perfect Order", "desc": "At 20th level, you can take on the appearance of justice itself. As an action, you become wreathed in a garment of cold light. For 1 minute, you benefit from the following effects: \n* You are immune to bludgeoning, piercing, and slashing damage. \n* You can use your Justicar's Celerity feature without expending a use of Channel Divinity. \n* When a creature you can see takes the Attack or Cast a Spell action, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must take a different action of your choice instead.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Tether of Righteousness.*** You can use your Channel Divinity to bind your target to you. As an action, you extend a line of energy toward a creature you can see within 30 feet of you. That creature must make a Dexterity saving throw. On a failure, it is tethered and can't move more than 30 feet away from you for 1 minute. While tethered, the target takes lightning damage equal to your Charisma modifier (minimum of 1) at the end of each of its turns. You can use an action to make a Strength (Athletics) check opposed by the tethered creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature's choice). On a success, you can pull the creature up to 15 feet in a straight line toward you. As an action, the tethered creature can make a Strength check against your spell save DC. On a success, it breaks the tether.\n\n***Justicar's Celerity.*** You can use your Channel Divinity to respond to danger with lightning speed. When a creature that you can see is attacked, you can move up to your speed as a reaction. If you end your movement within 5 feet of the attacker, you can make one melee attack against it as part of this reaction. If you end your movement within 5 feet of the target of the attack, you can become the target of the attack instead as part of this reaction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_disciplined-pursuant", "name": "Disciplined Pursuant", "desc": "At 7th level, you can bend the laws of magic to parallel the laws of civilization. When you reduce a creature to 0 hit points with a spell or Divine Smite, you can choose to knock out the creature instead of killing it. The creature falls unconscious and is stable.\n In addition, once per turn when you deal radiant damage to a creature, you can force it to make a Constitution saving throw. On a failure, its speed is halved until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one creature to be affected by this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_shackles-of-light", "name": "Shackles of Light", "desc": "Starting at 15th level, once per turn when you deal radiant damage to a creature, it must make a Constitution saving throw. On a failure, it is restrained by golden, spectral chains until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one such creature to be affected by this feature. The target of this feature can be different from the target of your Disciplined Pursuant feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-justice_tenets-of-justice", "name": "Tenets of Justice", "desc": "All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.\n\n***Uphold the Law.*** The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.\n\n***Punishment Fits the Crime.*** The severity of justice acts in equal measure to the severity of a wrongdoer's transgressions. Oath Spells You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of Justice Spells (table)**\n| Paladin Level | Spells | \n|----------------|-------------------------------------| \n| 3rd | *color spray*, *guiding bolt* | \n| 5th | *guiding bolt*, *zone of truth* | \n| 9th | *lightning bolt*, *slow* | \n| 13th | *faithful hound*, *locate creature* | \n| 17th | *arcane hand*, *hold monster* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Justice", "desc": "The Oath of Justice is a commitment not to the tenets of good or evil but a holy vow sworn to uphold the laws of a nation, a city, or even a tiny village. When lawlessness threatens the peace, those who swear to uphold the Oath of Justice intervene to maintain order, for if order falls to lawlessness, it is only a matter of time before all of civilization collapses into anarchy.\n\nWhile many young paladins take this oath to protect their country and the people close to them from criminals, some older adherents to this oath know that what is just is not necessarily what is right.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-safeguarding", "features": [ { "key": "toh_oath-of-safeguarding_aura-of-preservation", "name": "Aura of Preservation", "desc": "Beginning at 7th level, you emit an aura of safety while you're not incapacitated. The aura extends 10 feet from you in every direction. The first time you or a friendly creature within the aura would take damage from a weapon attack between the end of your previous turn and the start of your next turn, the target of the attack has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, each friendly creature within the aura has advantage on death saving throws.\n When you reach 18th level in this class, the range of this aura increases to 30 feet, and friendly creatures within 10 feet of you have resistance to all bludgeoning, piercing, and slashing damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_battlefield-controller", "name": "Battlefield Controller", "desc": "Starting at 15th level, you can't be shoved. When a hostile creature within 10 feet of you moves more than 10 feet away from you, you can use your reaction to move up to 10 feet and make an attack against that creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Insurmountable Passage.*** As an action, you can use your Channel Divinity and stamp one foot on the ground. The ground within 60 feet of you magically becomes difficult terrain for 1 minute. When you use this feature, you can designate up to 10 creatures that can ignore the difficult terrain.\n\n***Protect from Harm.*** As an action, you can use your Channel Divinity and speak reassuring words. For 1 minute, each friendly creature within 30 feet of you that can see or hear you has advantage on saving throws against spells and abilities that deal damage. In addition, each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of Safeguarding Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of Safeguarding Spells (table)**\n| Paladin Level | Spells | \n|----------------|----------------------------------------| \n| 3rd | *longstrider,*, *shield of faith* | \n| 5th | *hold person*, *spike growth* | \n| 9th | *beacon of hope*, *spirit guardians* | \n| 13th | *dimension door*, *stoneskin* | \n| 17th | *greater restoration*, *wall of stone* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_redoubtable-defender", "name": "Redoubtable Defender", "desc": "At 20th level, as an action, you can touch your charge, typically a creature or structure, and create a magical link between you, which appears as a razor-thin, ghostly silver tether. For 1 hour, you gain the following benefits: \n* You know the general status and well-being of your charge, such as if your charge is wounded or experiencing a particularly strong emotion, or, in the case of an object or structure, if it is damaged. \n* As an action, you can teleport to an unoccupied space within 5 feet of your charge, if it is a person or object. If the charge is a structure, you can choose to teleport to any unoccupied space within the structure. \n* You are immune to spells and effects that cause you to be charmed or might otherwise influence you to harm your charge. \n* If your charge is a creature and within 5 feet of you, the charge is immune to nonmagical bludgeoning, piercing, and slashing damage, and it has advantage on all saving throws. \n* You can use an action to erect a barrier for 1 minute, similar to a *wall of force*, to protect your charge. The wall can be a hemispherical dome or a sphere with a radius of up to 5 feet, or four contiguous 10-foot-by-10-foot panels. If your charge is a structure, the barrier can cut through portions of the structure without harming it.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-safeguarding_tenets-of-safeguarding", "name": "Tenets of Safeguarding", "desc": "Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won't leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.\n\n***Last Line of Defense.*** When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.\n\n***Protect the Charge.*** You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.\n\n***Shield All Innocents.*** In the absence of a sacred charge to protect, you endeavor to keep all those who can't defend themselves safe from harm. In cases where your charge must take priority, you do what you can to defend the helpless.\n\n***Uphold the Vow.*** You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don't leave your now-former charge in any present danger, if only for the possibility of future atonement.\n\n ***Unwavering.*** Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of Safeguarding", "desc": "Paladins who choose the Oath of Safeguarding spend their lives in service to others, conserving the people and places they vow to protect. They take missions to guard against assassination attempts, safely transport a person or group through treacherous lands, and stand as bastions for locations under attack. These paladins are no mere mercenaries, however, as they view their missions as sacred vows.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-elements", "features": [ { "key": "toh_oath-of-the-elements_aura-of-resistance", "name": "Aura of Resistance", "desc": "Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_channel-divinity", "name": "Channel Divinity", "desc": "At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Abjure the Otherworldly.*** You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-champion", "name": "Elemental Champion", "desc": "At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits: \n* You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet). \n* You have resistance to acid, cold, fire, lightning, and thunder damage. \n* Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-companion", "name": "Elemental Companion", "desc": "At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.\n You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can't have a creature magically bound to you or your service, such as through the *conjure elemental* or *dominate person* spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn't magically bound to you.\n The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can't summon another one until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-language", "name": "Elemental Language", "desc": "When you take this oath at 3rd level, you learn to speak, read, and write Primordial.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_elemental-strike", "name": "Elemental Strike.", "desc": "As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.\n You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Elements Spells (table)**\n| Paladin Level | Spells | \n|----------------|--------------------------------------------| \n| 3rd | *burning hands*, *thunderwave* | \n| 5th | *acid arrow*, *flaming sphere* | \n| 9th | *call lightning*, *protection from energy* | \n| 13th | *conjure minor elementals*, *ice storm* | \n| 17th | *conjure elemental*, *wall of stone* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-elements_tenets-of-the-elements", "name": "Tenets of the Elements", "desc": "Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.\n\n***Defend the Natural World.*** Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.\n\n***Lead the Line.*** You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.\n\n ***Act Wisely, Act Decisively.*** You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.\n\n ***Integrity.*** Your word is your bond. You don't lie or deceive others and always treat them with fairness.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Elements", "desc": "The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-guardian", "features": [ { "key": "toh_oath-of-the-guardian_aura-of-awareness", "name": "Aura of Awareness", "desc": "Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_band-of-heroes", "name": "Band of Heroes", "desc": "At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute: \n* The target is cured of all disease and poison and can't be frightened or poisoned. \n* The target has advantage on Wisdom and Constitution saving throws. \n* The target gains temporary hit points equal to your level.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Inspired Leadership.*** You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.\n\n ***Turn the Wild.*** As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_hold-the-line", "name": "Hold the Line", "desc": "At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.\n You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Guardian Spells (table)**\n| Paladin Level | Spells | \n|----------------|-------------------------------------------| \n| 3rd | *litany of sure hands*, *shield of faith* | \n| 5th | *mantle of the brave*, *spiritual weapon* | \n| 9th | *beacon of hope*, *invested champion* | \n| 13th | *banishment*, *inspiring speech* | \n| 17th | *creation*, *hallow* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-guardian_tenets-of-the-guardian", "name": "Tenets of the Guardian", "desc": "When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.\n\n***Encourage Prosperity.*** You must work hard to bring joy and prosperity to all around you.\n\n***Preserve Order.*** Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.\n\n***Decisive Action.*** Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Guardian", "desc": "A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-hearth", "features": [ { "key": "toh_oath-of-the-hearth_aura-of-the-hearth", "name": "Aura of the Hearth", "desc": "Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and effects that deal cold damage. If such a creature succeeds on a saving throw against a spell or effect that allows the creature to take only half the cold damage on a successful save, the creature instead takes no damage. In addition, you and friendly creatures within 10 feet of you have advantage on saving throws against the longterm effects of exposure to cold weather. When you reach 18th level in this class, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Cease Hostility.*** As an action, you can use your Channel Divinity and speak soothing words. For 1 minute, each creature within 60 feet of you that can see or hear you must succeed on a Charisma saving throw to attack another creature. A creature hostile to you has disadvantage on the saving throw. This effect ends on a creature if it is attacked or harmed by a spell.\n\n ***Turn Boreal Creatures.*** As an action, you can use your Channel Divinity and speak a prayer against unnatural cold. Each cold creature within 30 feet of you and that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_divine-sense", "name": "Divine Sense", "desc": "In addition to knowing the location of any celestial, fiend, or undead, your Divine Sense feature allows you to know the location of any cold creature within 60 feet of you that is not behind total cover.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_fiery-smite", "name": "Fiery Smite", "desc": "When you use your Divine Smite feature, you can choose for the extra damage you deal to be fire or radiant, and the extra damage increases to 1d8 only if the target is an undead or a cold creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_icewalker", "name": "Icewalker", "desc": "Starting at 15th level, you have resistance to cold damage, and you can't be restrained or petrified by cold or ice. In addition, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of the Hearth Spells (table)**\n| Paladin Level | Spells | \n|----------------|--------------------------------------| \n| 3rd | *burning hands*, *sanctuary* | \n| 5th | *calm emotions*, *flame blade* | \n| 9th | *protection from energy*, *tiny hut* | \n| 13th | *guardian of faith*, *wall of fire* | \n| 17th | *flame strike*, *hallow* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_roaring-fire", "name": "Roaring Fire", "desc": "At 20th level, you can take on the aspects of a healthy, tended fire, radiating heat and light. For 1 minute, you gain the following benefits: \n* You shed bright light in a 20-foot radius and dim light for an additional 20 feet. \n* Whenever a cold creature starts its turn within 20 feet of you, the creature takes 2d8 fire damage, which ignores resistance and immunity to fire damage. \n* Whenever you cast a paladin spell that deals fire damage and has a casting time of 1 action, you can cast it as a bonus action instead. \n* Your weapon attacks deal an extra 1d6 fire damage on a hit. If you deal fire damage to a cold creature, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute, or until it takes any damage.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-hearth_tenets-of-the-hearth", "name": "Tenets of the Hearth", "desc": "Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.\n\n***Bastion of Peace.*** Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don't shrink away from combat.\n\n ***Beacon in the Dark.*** When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.\n\n ***Hospitality of Home.*** Provide the comforts of home to those who meet with you peacefully. Respect others' cultures and traditions, provided they don't espouse aggression and violence toward others.\n\n ***Protection from the Elements.*** Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.\n\n ***Repel the Cold.*** Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Hearth", "desc": "Paladins who swear the Oath of the Hearth endeavor to extend the comforts of home to others, by allaying the rigors of travel or simply assuring those who grow despondent of the possibility of returning home. Ironically, paladins who follow this oath remain far from home in pursuit of their goals. Their oath reflects the welcoming warmth and light provided by the hearth, and paladins following the oath use these elements to turn away the cold or defeat enemies who employ cold as weapons.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_oath-of-the-plaguetouched", "features": [ { "key": "toh_oath-of-the-plaguetouched_aura-of-radiant-energy", "name": "Aura of Radiant Energy", "desc": "Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage. At 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_bulwark-against-death-and-disease", "name": "Bulwark Against Death and Disease", "desc": "Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_channel-divinity", "name": "Channel Divinity", "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Protective Aura.*** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.\n\n ***Turn Undead.*** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Plaguetouched Spells (table)**\n| Paladin Level | Spells | \n|----------------|-----------------------------------------| \n| 3rd | *bane*, *protection from evil and good* | \n| 5th | *enhance ability*, *lesser restoration* | \n| 9th | *life from death*, *remove curse* | \n| 13th | *blight*, *freedom of movement* | \n| 17th | *greater restoration*, *hold monster* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_restriction-non-darakhul", "name": "Restriction: Non-Darakhul", "desc": "You can choose this paladin sacred oath only if you are not a darakhul.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_scourge-of-undeath", "name": "Scourge of Undeath", "desc": "At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: \n* The bright light shed by your Protective Aura is sunlight. \n* You have advantage on attack rolls against undead. \n* An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_oath-of-the-plaguetouched_tenets-of-the-plaguetouched", "name": "Tenets of the Plaguetouched", "desc": "Paladins following the Oath of the Plaguetouched share these tenets.\n\n ***Bravery.*** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.\n\n ***Stop the Spread of Undeath.*** Fight to ensure the undead don't snuff out the light of life in the world.\n\n ***Relentless.*** Creatures of undeath never tire; you must remain vigilant.\n\n ***Mercy.*** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oath of the Plaguetouched", "desc": "After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal— darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.\n\nThat prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "open5e_oathless-betrayer", "features": [ { "key": "open5e_oathless-betrayer_aura-of-loathing", "name": "Aura of Loathing", "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_channel-divinity", "name": "Channel Divinity", "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_master-of-doom", "name": "Master of Doom", "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells |\n|-------|--------------------------------|\n| 3rd | hellish rebuke, inflict wounds |\n| 5th | crown of madness, darkness |\n| 9th | animate dead, bestow curse |\n| 13th | blight, confusion |\n| 17th | contagion, dominate person |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_tenets-of-the-betrayer", "name": "Tenets of the Betrayer", "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_unearthly-barrier", "name": "Unearthly Barrier", "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "type": "SOURCE", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin" }, "name": "Oathless Betrayer", "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_old-wood", "features": [ { "key": "toh_old-wood_avatar-of-the-wood", "name": "Avatar of the Wood", "desc": "Starting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits: \n* Your Armor Class is 16 plus your Dexterity modifier. \n* You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further. \n* Your hands become branch-like claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon. \n* Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per level of the spell cast.\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_expanded-spell-list", "name": "Expanded Spell List", "desc": "Your connection to the forest allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Old Wood Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|---------------------------------------------| \n| 1st | *animal friendship*, *faerie fire* | \n| 2nd | *animal messenger*, *spike growth* | \n| 3rd | *conjure animals*, *protection from energy* | \n| 4th | *conjure woodland beings*, *giant insect* | \n| 5th | *greater restoration*, *tree stride* |", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_old-wood_forests-defender", "name": "Forest's Defender", "desc": "At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the *shillelagh* cantrip. *Shillelagh* counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_natures-endurance", "name": "Nature's Endurance", "desc": "At 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_predatory-grace", "name": "Predatory Grace", "desc": "Starting at 6th level, you are able to cast *pass without trace* without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_sap-magic", "name": "Sap Magic", "desc": "At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_old-wood_the-old-wood-and-your-pact-boons", "name": "The Old Wood and Your Pact Boons", "desc": "When you select your pact boon at 3rd level, it is altered by your patron in the following ways:\n\n***Pact of the Chain.*** When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (see *Tome of Beasts*) in addition to the usual familiar choices.\n\n***Pact of the Blade.*** The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast *shillelagh*, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.\n\n***Pact of the Tome.*** The Old Wood grows a tome for you. The tome's cover is hardened bark from the forest's native trees, and its pages are leaves whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock" }, "name": "Old Wood", "desc": "You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature's endurance.\n\nHowever, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the antediluvian forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_open-hand", "features": [ { "key": "bfrd_monk-open-hand_focus-intent", "name": "Focus Intent", "desc": "When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.\n\nYou can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_open-hand-technique", "name": "Open Hand Technique", "desc": "You can manipulate your enemy's energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:\n- It can't take reactions until the end of your next turn.\n- It must succeed on a DEX save or be knocked prone.\n- It must succeed on a STR save or be pushed up to 15 feet away from you.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_wholeness-of-body", "name": "Wholeness of Body", "desc": "When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_tranquil-soul", "name": "Tranquil Soul", "desc": "You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_monk-open-hand_quivering-palm", "name": "Quivering Palm", "desc": "As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.\n\nFor the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.\n\nEach time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "bfrd_monk" }, "name": "Open Hand", "desc": "Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd-2024_paladin", "features": [ { "key": "srd-2024_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_abjure-foes", "name": "Abjure Foes", "desc": "As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-expansion", "name": "Aura Expansion", "desc": "Your Aura of Protection is now a 30-foot Emanation.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\n\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\n\nIf another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity", "name": "Channel Divinity", "desc": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_channel-divinity-uses", "name": "Channel Divinity", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Primary Ability|Strength and Charisma|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_epic-boon", "name": "Epic Boon", "desc": "You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Truesight is recommended.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_extra-attack", "name": "Extra Attack", "desc": "You can attack twice instead of once whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_faithful-steed", "name": "Faithful Steed", "desc": "You can call on the aid of an otherworldly steed. You always have the *Find Steed* spell prepared.\n\nYou can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_fighting-style", "name": "Fighting Style", "desc": "You gain a Fighting Style feat of your choice (see \"Feats\" for feats). Instead of choosing one of those feats, you can choose the option below.\n\n**Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). *Guidance* and *Sacred Flame* are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_lay-on-hands", "name": "Lay On Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.\n\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\n\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_paladins-smite", "name": "Paladin's Smite", "desc": "You always have the *Divine Smite* spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_prepared-spells", "name": "Prepared Spells", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "9" }, { "level": 11, "column_value": "10" }, { "level": 12, "column_value": "10" }, { "level": 13, "column_value": "11" }, { "level": 14, "column_value": "11" }, { "level": 15, "column_value": "12" }, { "level": 16, "column_value": "12" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "7" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd-2024_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd-2024_paladin_radiant-strikes", "name": "Radiant Strikes", "desc": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_restoring-touch", "name": "Restoring Touch", "desc": "When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd-2024_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd-2024_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd-2024_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd-2024_paladin_spell-list", "name": "Paladin Spell List", "desc": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Divine Favor|Transmutation|—|\n|Divine Smite|Evocation|—|\n|Heroism|Enchantment|C|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Searing Smite|Evocation|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Find Steed|Conjuration|—|\n|Gentle Repose|Necromancy|R, M|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Shining Smite|Transmutation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Magic Circle|Abjuration|M|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n\nTable: Level 4 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Death Ward|Abjuration|—|\n|Locate Creature|Divination|C|\n\nTable: Level 5 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Dispel Evil and Good|Abjuration|C|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Raise Dead|Necromancy|M|", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "srd-2024_paladin_spellcasting", "name": "Spellcasting", "desc": "You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.\n\n**Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. *Heroism* and *Searing Smite* are recommended.\n\nThe number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\n\nIf another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd-2024_paladin_weapon-mastery", "name": "Weapon Mastery", "desc": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "srd_paladin", "features": [ { "key": "srd_paladin_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-health", "name": "Divine Health", "desc": "By 3rd level, the divine magic flowing through you makes you immune to disease.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-sense", "name": "Divine Sense", "desc": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_divine-smite", "name": "Divine Smite", "desc": "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) five javelins or (*b*) any simple melee weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* Chain mail and a holy symbol", "crossreferences": { "to": [] }, "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_fighting-style", "name": "Fighting Style", "desc": "At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n### Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_improved-divine-smite", "name": "Improved Divine Smite", "desc": "By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_proficiencies", "name": "Proficiencies", "desc": "**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_paladin_sacred-oath", "name": "Sacred Oath", "desc": "When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n### Oath Spells\r\n\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n### Channel Divinity\r\n\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_paladin_spellcasting", "name": "Spellcasting", "desc": "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "type": "SOURCE", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "bfrd_paladin", "features": [ { "key": "bfrd_paladin_core-traits", "name": "Core Paladin Traits", "desc": "|||\n|---|---|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) a martial weapon and a shield or (B) two martial weapons; (A) five javelins or (B) any simple melee weapon; (A) a priest's pack or (B) an explorer's pack; plus Chain mail and a holy symbol|", "crossreferences": { "to": [] }, "feature_type": "CORE_TRAITS_TABLE", "gained_at": [], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-sense", "name": "Divine Sense", "desc": "During your turn, you can open your awareness to detect the presence of supernatural forces (no action required). For 1 minute, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that isn't behind total cover. You know the creature type of any being whose presence you sense, but you don't know which specific creature it is. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated with the hallow spell.\n\nYou can use this feature a number of times equal to your PB + 1. When you finish a long rest, you regain all uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_lay-on-hands", "name": "Lay on Hands", "desc": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 × your paladin level.\n\nAs an action, you can touch a willing creature and draw from the pool to restore a number of hit points to that creature up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.\n\nAs a bonus action, you can use this feature to affect yourself instead of a different creature. This feature has no effect on Constructs or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_spellcasting", "name": "Spellcasting", "desc": "At 2nd level, you enhance your martial prowess with the ability to cast Divine spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Paladin Progression table shows how many spells you know and how many Divine spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bless and have a 1st-circle and a 2nd-circle spell slot available, you can cast bless using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Divine spell list to learn.\n\nThe Spells Known column of the Paladin Progression table shows when you learn additional Divine spells. Each spell you choose must be from a circle for which you have Divine spell slots. For instance, when you reach 5th level as a paladin, you can learn one new Divine spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of paladin, you can choose one Divine spell you know and replace it with another spell of your choice from the Divine spell list. The replacement spell must be of a circle for which you have Divine spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_divine-smite", "name": "Divine Smite", "desc": "Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon's normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_martial-action", "name": "Martial Action", "desc": "Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_paladin-subclass", "name": "Paladin Subclass", "desc": "Choose a subclass that reflects the oath you swear to uphold, either Devotion or Justice (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Oath Spells.** Each paladin subclass has a list of oath spells that you can access as soon as you can cast spells of that circle (as shown in the Paladin Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting an oath spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you. You can't replace oath spells when you gain a level of paladin.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 7, "detail": "Feature" }, { "level": 11, "detail": "Feature" }, { "level": 15, "detail": "Feature" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_channel-divinity", "name": "Channel Divinity", "desc": "Each paladin subclass gives you one or more ways to channel divine energy into magical effects, and each subclass explains how they work.\n\nWhen you use your Channel Divinity feature, choose which effect you want. Some of these effects require a save, and in those cases, the DC is equal to your spell save DC.\n\nBeginning at 13th level, you can use your Channel Divinity feature twice between rests, then three times at 18th level. When you finish a short or long rest, you regain any expended uses.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null }, { "level": 13, "detail": "2/Rest" }, { "level": 18, "detail": "3/Rest" } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_improvement", "name": "Improvement", "desc": "Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_multiattack", "name": "Multiattack", "desc": "Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-protection", "name": "Aura of Protection", "desc": "When you or a friendly creature within 10 feet of you makes a save, the creature gains a bonus to the save equal to your CHA modifier (minimum bonus of +1). You must be conscious to grant this bonus. A creature can only receive the benefits of one Aura of Protection feature at a time (that is, auras from multiple paladins don't stack).", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-of-courage", "name": "Aura of Courage", "desc": "You and friendly creatures within 10 feet of you can't be frightened while you are conscious.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_heroic-boon", "name": "Heroic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Divine Recovery.** When you heal a creature with your Lay on Hands feature, the target can expend one of their hit dice, roll the die, and add their CON modifier to it. The target regains that many hit points, in addition to any healing received from Lay on Hands.\n- **Radiant Strikes.** Your every strike is divinely empowered. When you hit a creature with a weapon, the attack deals an extra 1d8 radiant damage. Fiends and Undead instead take 2d8 radiant damage. This extra damage stacks with any damage from your Divine Smite feature.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_cleansing-touch", "name": "Cleansing Touch", "desc": "You can use your action to end one spell on yourself or on one willing creature you touch.\n\nYou can use this feature a number of times equal to your CHA modifier (minimum of one). You regain expended uses when you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_aura-improvements", "name": "Aura Improvements", "desc": "The range of your Aura of Protection and Aura of Courage features (and any auras granted by your paladin subclass) increases to 30 feet.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_epic-boon", "name": "Epic Boon", "desc": "Your commitment to the paladin's path grants you a powerful new ability. You gain the following epic boon:\n- **Aura of Salvation.** As an action, you can exude a calming reassurance for 1 hour. While the aura is active, you and friendly creatures within 30 feet of you have resistance to nonmagical damage and automatically succeed on death saving throws. A creature with at least 1 HP that starts its turn in the aura regains hit points equal to your CHA modifier. This effect ends early if you are incapacitated or die. Once used, you can't use it again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "bfrd_paladin_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 2, "column_value": "+2" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 20, "column_value": "+6" } ] }, { "key": "bfrd_paladin_spells-known", "name": "Spells Known", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "CLASS_TABLE_DATA", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 20, "column_value": "11" } ] }, { "key": "bfrd_paladin_slots-1st", "name": "1st", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 2, "column_value": "2" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 20, "column_value": "4" } ] }, { "key": "bfrd_paladin_slots-2nd", "name": "2nd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" }, { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-3rd", "name": "3rd", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 9, "column_value": "2" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-4th", "name": "4th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "bfrd_paladin_slots-5th", "name": "5th", "desc": "[Column data]", "crossreferences": { "to": [] }, "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Paladin level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per paladin level after 1st" }, "document": { "name": "Black Flag SRD", "key": "bfrd", "type": "SOURCE", "display_name": "Black Flag SRD", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/black-flag-reference-document/" }, "saving_throws": [ { "name": "Charisma" }, { "name": "Wisdom" } ], "subclass_of": null, "name": "Paladin", "desc": "", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [], "crossreferences": { "to": [] } }, { "key": "toh_path-of-booming-magnificence", "features": [ { "key": "toh_path-of-booming-magnificence_lions-glory", "name": "Lion's Glory", "desc": "Starting at 6th level, when you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_resonant-bellow", "name": "Resonant Bellow", "desc": "At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can't use this feature again until you finish a short or long rest.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_roar-of-defiance", "name": "Roar of Defiance", "desc": "Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.\n Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can't use this feature on that creature again during this rage.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_running-leap", "name": "Running Leap", "desc": "At 3rd level, while you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet equal to your Strength score. With a 10-foot running start, you can long jump a number of feet equal to twice your Strength score.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_path-of-booming-magnificence_victorious-roar", "name": "Victorious Roar", "desc": "At 14th level, you exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn't frightened.", "crossreferences": { "to": [] }, "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "type": "SOURCE", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian" }, "name": "Path of Booming Magnificence", "desc": "Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.", "hit_dice": null, "caster_type": null, "primary_abilities": [], "crossreferences": { "to": [] } } ] }