{"count":182,"next":null,"previous":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=-name&page=3","results":[{"key":"srd-2024_cleric","features":[{"key":"srd-2024_cleric_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_blessed-strikes","name":"Blessed Strikes","desc":"Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\n\n**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_cantrips","name":"Cantrips","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"3"},{"level":20,"column_value":"5"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_cleric_channel-divinity","name":"Channel Divinity","desc":"You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\n\nYou roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).\n\n**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_channel-divinity-uses","name":"Channel Divinity","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_cleric-spell-list","name":"Cleric Spell List","desc":"This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Cantrips (Level 0 Cleric Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Guidance|Divination|C|\n|Light|Evocation|—|\n|Mending|Transmutation|—|\n|Resistance|Abjuration|C|\n|Sacred Flame|Evocation|—|\n|Spare the Dying|Necromancy|—|\n|Thaumaturgy|Transmutation|—|\n\nTable: Level 1 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bane|Enchantment|C|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Create or Destroy Water|Transmutation|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Guiding Bolt|Evocation|—|\n|Healing Word|Abjuration|—|\n|Inflict Wounds|Necromancy|—|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Sanctuary|Abjuration|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Augury|Divination|R, M|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Continual Flame|Evocation|M|\n|Enhance Ability|Transmutation|C|\n|Find Traps|Divination|—|\n|Gentle Repose|Necromancy|R, M|\n|Hold Person|Enchantment|C|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Silence|Illusion|C, R|\n|Spiritual Weapon|Evocation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Dead|Necromancy|—|\n|Beacon of Hope|Abjuration|C|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Glyph of Warding|Abjuration|M|\n|Magic Circle|Abjuration|M|\n|Mass Healing Word|Abjuration|—|\n|Meld into Stone|Transmutation|R|\n|Protection from Energy|Abjuration|C|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n|Sending|Divination|—|\n|Speak with Dead|Necromancy|—|\n|Spirit Guardians|Conjuration|C|\n|Tongues|Divination|—|\n|Water Walk|Transmutation|R|\n\n#### Level 4 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Control Water|Transmutation|C|\n|Death Ward|Abjuration|—|\n|Divination|Divination|R, M|\n|Freedom of Movement|Abjuration|—|\n|Guardian of Faith|Conjuration|—|\n|Locate Creature|Divination|C|\n|Stone Shape|Transmutation|—|\n\n#### Level 5 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Commune|Divination|R|\n|Contagion|Necromancy|—|\n|Dispel Evil and Good|Abjuration|C|\n|Flame Strike|Evocation|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hallow|Abjuration|M|\n|Insect Plague|Conjuration|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n\n#### Level 6 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blade Barrier|Evocation|C|\n|Create Undead|Necromancy|M|\n|Find the Path|Divination|C, M|\n|Forbiddance|Abjuration|R, M|\n|Harm|Necromancy|—|\n|Heal|Abjuration|—|\n|Heroes' Feast|Conjuration|M|\n|Planar Ally|Conjuration|—|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|Word of Recall|Conjuration|—|\n\n#### Level 7 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Celestial|Conjuration|C|\n|Divine Word|Evocation|—|\n|Etherealness|Conjuration|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n\n#### Level 8 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Antimagic Field|Abjuration|C|\n|Control Weather|Transmutation|C|\n|Earthquake|Transmutation|C|\n|Holy Aura|Abjuration|C, M|\n|Sunburst|Evocation|—|\n\n#### Level 9 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Astral Projection|Necromancy|M|\n|Gate|Conjuration|C, M|\n|Mass Heal|Abjuration|—|\n|Power Word Heal|Enchantment|—|\n|True Resurrection|Necromancy|M|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_cleric_cleric-subclasses","name":"Cleric Subclasses","desc":"You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_core-traits","name":"Cleric Subclasses","desc":"|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_cleric_divine-intervention","name":"Divine Intervention","desc":"You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_divine-order","name":"Divine Order","desc":"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.\n\n**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Fate is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_greater-divine-intervention","name":"Greater Divine Intervention","desc":"You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_improved-blessed-strikes","name":"Improved Blessed Strikes","desc":"The option you chose for Blessed Strikes grows more powerful.\n\n**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.\n\n**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_prepared-spells","name":"Prepared Spells","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_cleric_sear-undead","name":"Sear Undead","desc":"Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_cleric_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_cleric_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_cleric_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_cleric_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_cleric_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_cleric_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.\n\n**Cantrips.** You know three cantrips of your choice from the Cleric spell list. *Guidance*, *Sacred Flame*, and *Thaumaturgy* are recommended.\n\nWhenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.\n\nWhen you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.\n\n**Spell Slots.** The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. *Bless*, *Cure Wounds*, *Guiding Bolt*, and *Shield of Faith* are recommended.\n\nThe number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_cleric","features":[{"key":"srd_cleric_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"3"},{"level":20,"column_value":"5"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_cleric_channel-divinity","name":"Channel Divinity","desc":"At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\n### Channel Divinity: Turn Undead\r\n\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":"3/rest"},{"level":2,"detail":"1/rest"},{"level":6,"detail":"2/rest"}],"data_for_class_table":[]},{"key":"srd_cleric_destroy-undead","name":"Destroy Undead","desc":"Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. \r\n\r\n### Destroy Undead (table)\r\n\r\n| Cleric Level | Destroys Undead of CR... | \r\n|---|---|\r\n| 5th | 1/2 or lower |\r\n| 8th | 1 or lower |\r\n| 11th | 2 or lower |\r\n| 14th | 3 or lower | \r\n| 17th | 4 or lower |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":"CR 2"},{"level":14,"detail":"CR 3"},{"level":17,"detail":"CR 4"},{"level":5,"detail":"CR 1/2"},{"level":8,"detail":"CR 1"}],"data_for_class_table":[]},{"key":"srd_cleric_divine-domain","name":"Divine Domain","desc":"Choose one domain related to your deity, such as  Life. Each domain is detailed at the end of the class  description, and each one provides examples of gods  associated with it. Your choice grants you domain  spells and other features when you choose it at 1st  level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd  level, and additional benefits at 6th, 8th, and 17th  levels.\r\n\r\n### Domain Spells\r\nEach domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain  description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. \r\nIf you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_divine-intervention","name":"Divine Intervention","desc":"Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\r\n\r\nIf your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a mace or (*b*) a warhammer (if proficient)\r\n* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* A shield and a holy symbol","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_cleric_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_cleric_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_cleric_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_cleric_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_cleric_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_cleric_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_cleric_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_cleric_spellcasting","name":"Spellcasting","desc":"As a conduit for divine power, you can cast cleric spells.\r\n\r\n###Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\nPreparing and Casting Spells\r\n\r\nThe Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n###Spellcasting Ability\r\n\r\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_cleric","features":[{"key":"bfrd_cleric_core-traits","name":"Core Cleric Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a mace or (B) a warhammer (if proficient); (A) scale mail, (B) leather armor, or (C) chain mail (if proficient); (A) light crossbow and 20 bolts or (B) any simple weapon; (A) a priest's pack or (B) an explorer's pack; plus a shield and a holy symbol|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_cleric_spellcasting","name":"Spellcasting","desc":"As a conduit for divine power, you can cast Divine spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Divine spell list to learn. You choose more Divine cantrips to learn at higher levels, as shown in the Cantrips Known column of the Cleric Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Divine spell list from circles for which you have Divine spell slots. (You determine which spell slots you can access by checking your level on the Cleric Progression table). You can choose a number of spells equal to your WIS modifier + your cleric level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher.\n\nThe Cleric Progression table shows how many Divine spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 WIS, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC and the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Cleric Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_manifestation-of-faith","name":"Manifestation of Faith","desc":"Clerics demonstrate their faith in one of two primary ways, wielding it as a holy warrior or calling it as a miracle worker. Choose how you manifest your faith with one of the following.\n\n**Manifest Might.** You gain proficiency with heavy armor and one type of martial weapon of your choice. In addition, you gain the ability to infuse your weapon strikes with divine energy: once per turn, when you hit a creature with a weapon attack, you can deal additional radiant or necrotic damage (your choice) equal to your PB.\n\n**Manifest Miracles.** You learn one additional cantrip of your choice from any source of magic. This cantrip counts as a Divine cantrip for you, but it doesn't count against the number of cantrips you know. In addition, you can add your PB to the damage you deal with any Divine cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_channel-divinity","name":"Channel Divinity","desc":"You gain the ability to channel divine energy directly from your deity to produce effects beyond spells. You start with one effect: Turn the Profane. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Channel Divinity feature, choose which specific effect you want, such as Turn the Profane. Some of these effects require a save, and in those cases, the DC is equal to your cleric spell save DC.\n\nBeginning at 2nd level, you can use your Channel Divinity feature once until you finish a short or long rest, then twice between rests at 6th level, three times at 13th level, and four times at 18th level. When you finish a short or long rest, you regain all expended uses.\n\n**Channel Divinity: Turn the Profane.** As an action, you present your holy symbol and speak a prayer to censure unholy creatures. Each Fiend and Undead of your choice within 30 feet of you and that can see or hear you must make a WIS save. If the creature fails its save, it is turned for 1 minute or until it takes any damage.\n\nA turned creature must try to move as far away from you as it can, though it can't first get closer to you to do it. On its turn, it can use only the Dash action or otherwise try to escape from an effect that prevents it from moving. If there's nowhere to move, it can use the Dodge action. It can't take any reactions.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"1/Rest"},{"level":6,"detail":"2/Rest"},{"level":13,"detail":"3/Rest"},{"level":18,"detail":"4/Rest"}],"data_for_class_table":[]},{"key":"bfrd_cleric_cleric-subclass","name":"Cleric Subclass","desc":"Choose a subclass that reflects your relationship to your deity, Life, Light, or War (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Domain Spells.** Each cleric subclass has a list of domain spells that you can access as soon as you can cast spells of that circle (as shown on the Cleric Progression table). Once you gain such a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. However, casting a domain spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_cleric_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_destroy-the-profane","name":"Destroy the Profane","desc":"When a Fiend or Undead fails its save against your Turn the Profane feature, it is instantly destroyed if its challenge rating (CR) is at or below a certain threshold, as shown in the Destroy the Profane table.\n\n|Cleric Level|Destroys Fiends or Undead of CR . . .|\n|---|---|\n|5th|1/2 or lower|\n|8th|1 or lower|\n|11th|2 or lower|\n|14th|3 or lower|\n|17th|4 or lower|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"CR 1/2"},{"level":8,"detail":"CR 1"},{"level":11,"detail":"CR 2"},{"level":14,"detail":"CR 3"},{"level":17,"detail":"CR 4"}],"data_for_class_table":[]},{"key":"bfrd_cleric_divine-intervention","name":"Divine Intervention","desc":"You can call on your deity to intervene on your behalf when your need is great. At the start of your turn, you can request aid from your deity by rolling a d20 and adding your PB. If the result is 19 or lower, your request fails, and your deity doesn't intervene. If the result is 20 or higher, your deity intervenes on your behalf, imbuing you with a fraction of their power.\n\nIf your deity intervenes, you can immediately use your action to cast any spell with a casting time of 1 action from the Divine spell list or your domain spell list, regardless of preparation rules. Casting a spell in this way doesn't expend a spell slot and doesn't require material components. If the spell is of a higher circle than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC for this check equals 10 + the spell's circle. On a failed check, the spell fails, your deity's power fades, and your action is lost.\n\nAlternatively, on a successful intervention, your GM can propose the form of the intervention. Anything that replicates the effects of a Divine spell is appropriate. In this instance, you still use your action but don't cast a spell. You have final say on allowing the GM to pursue this option or choosing your own spell.\n\nIf your deity intervenes, you can't use this feature again for 1 week. Otherwise, you can use it again after you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the cleric's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Gift of Consecration.** You are now immune to disease, poison damage, and the poisoned condition. If you die, your body is instantly preserved as per the gentle repose spell for up to a year and a day.\n- **Gift of Wrath.** Choose either the radiant or necrotic damage type. You are now resistant to damage of the chosen type. In addition, when you cast a spell that deals damage of any type, you can choose for it to deal radiant or necrotic damage instead (you choose which each casting).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_epic-boon","name":"Epic Boon","desc":"Your commitment to the cleric's path grants you a powerful new ability. You gain the following epic boon:\n- **Divine Herald.** When you use your Divine Intervention feature, your deity automatically intervenes without a roll, and you no longer have to wait a week before you use Divine Intervention again, though you can still use it only once per long rest. You are still bound by the other restrictions of the feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_cleric_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_cleric_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_cleric_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_cleric_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-3rd","name":"3rd","desc":"[Column 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data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_cleric_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_cleric_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_cleric_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-the-shapeless","features":[{"key":"toh_circle-of-the-shapeless_circle-spells","name":"Circle Spells","desc":"When you join this circle at 2nd level, your connection with oozes grants you access to certain spells. At 2nd level, you learn the *acid splash* cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shapeless Spells table. 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. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Shapeless Spells**\n| Druid Level  | Spells                           | \n|--------------|----------------------------------| \n| 3rd          | *enlarge/reduce*, *spider climb* | \n| 5th          | *iron gut*, *meld into stone*    | \n| 7th          | *blight*, *freedom of movement*  | \n| 9th          | *contagion*, *seeming*           |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-shapeless_engulfing-embrace","name":"Engulfing Embrace","desc":"At 14th level, while in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save DC.\n  On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n  On a failed save, you enter the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body. The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you.\n  An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.\n  Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to try to engulf another creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-shapeless_improved-ooze-form","name":"Improved Ooze Form","desc":"At 10th level, your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-shapeless_ooze-form","name":"Ooze Form","desc":"Starting at 2nd level, you learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.\n  While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.\n  You 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 equipment to move with you if you flow through particularly narrow spaces.\n  Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.\nWhile in ooze form, you gain the following benefits: \n* **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit. \n* **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing. \n* **Climber.** You have a climbing speed of 20 feet. \n* **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-shapeless_slimy-pseudopod","name":"Slimy Pseudopod","desc":"At 6th level, you can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.","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":"Druid","key":"srd_druid"},"name":"Circle of the Shapeless","desc":"Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities.\n\nThe sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_circle-of-the-many","features":[{"key":"open5e_circle-of-the-many_multitude-of-faces","name":"Multitude of Faces","desc":"Starting at 14th level, your skinchanging powers have become so potent that you can constantly change your appearance. You gain the at will ability to cast the spell *alter self*.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_circle-of-the-many_natures-talon","name":"Nature’s Talon","desc":"Beginning at 6th level, when you are in beast shape, your attacks are considered magical for determining a target’s immunity or resistance to them.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_circle-of-the-many_resilient-transformation","name":"Resilient Transformation","desc":"When you choose this circle at 2nd level, you gain more control over your Wild Shape ability and can use it more effectively in combat. On your turn, you can use the Wild Shape ability as a bonus action instead of as an action. While you are in beast form, you can also expend a spell slot as a bonus action in order to heal the beast shape’s hit points. You can heal 1d8 hit points for each level of the spell slot that you expended in this way.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_circle-of-the-many_shape-of-the-elements","name":"Shape of the Elements","desc":"By 10th level, when you use your Wild Shape ability, you may expend an additional use. When you do so, instead of transforming into a beast, you may transform into a CR 5 elemental: choose air, earth, fire, or water.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_circle-of-the-many_strengthened-transformation","name":"Strengthened Transformation","desc":"Your circle also allows you to transform into more powerful beast forms than other druids. At 2nd level, you can choose a beast with a challenge rating up to 1 when you use your Wild Shape ability, but you must follow the other level limitations for the movement speeds of your beast form. At 3rd level and thereafter, you can choose beasts with a challenge rating of up to one third of your druid level, rounding down.\n\n**Beast Shapes for Circle of the Many (table)**\n\n| Level | Max. CR | Limitations | Example |\r\n|---------|-------------|----------------|--------------|\r\n| 2nd    | 1            | No flying or swimming speed | Brown bear |\r\n| 4th     | 1            | No flying speed | Giant octopus |\r\n| 6th     | 2            | No flying speed | Rhinoceros |\r\n| 8th     | 2            | —               | Giant vampire bat |\r\n| 9th     | 3            | —               | Killer whale |\r\n| 12th   | 4            | —               | Elephant |\r\n| 15th   | 5            | —               | Giant crocodile |\r\n| 18th   | 6            | —               | Mammoth |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"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":"Druid","key":"srd_druid"},"name":"Circle of the Many","desc":"*Compare to core book’s Circle of the Moon*\n\nDruids who feel particularly at ease in the beast form of their Wild Shape may join the Circle of the Many. Though they can cast spells like other druids, they often neglect practice of these arts in order to better perfect their shapechanging abilities. They can also channel their spellcasting power directly into increasing the resilience of their alternate guises.\n\nSometimes known as skinchangers, these druids are generally solitary except when gathering under the full moon, and then usually in the forms of various animals. Those within this circle do not merely take the animal shapes, but are more in tune with animal psychology. They are fierce protectors of these kin whether furred or feathered, scaled or slithering.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_circle-of-the-land","features":[{"key":"srd-2024_druid_circle-of-the-land_spell-list","name":"Circle of the Land Spells","desc":"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_lands-aid","name":"Land's Aid","desc":"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natural-recovery","name":"Natural Recovery","desc":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natures-sanctuary","name":"Nature's Sanctuary","desc":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natures-ward","name":"Nature's Ward","desc":"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd-2024_druid"},"name":"Circle of the Land","desc":"*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_circle-of-the-land","features":[{"key":"srd_circle-of-the-land_bonus-cantrip","name":"Bonus Cantrip","desc":"When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_circle-of-the-land_circle-spells","name":"Circle Spells","desc":"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm  | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk  | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone  | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste  | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth  | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin  | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":5,"detail":null},{"level":7,"detail":null},{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd_circle-of-the-land_lands-stride","name":"Land's Stride","desc":"Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_circle-of-the-land_natural-recovery","name":"Natural Recovery","desc":"Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_circle-of-the-land_natures-sanctuary","name":"Nature's Sanctuary","desc":"When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd_circle-of-the-land_natures-ward","name":"Nature's Ward","desc":"When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd_druid"},"name":"Circle of the Land","desc":"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-the-green","features":[{"key":"toh_circle-of-the-green_circle-spells","name":"Circle Spells","desc":"When you join this circle at 2nd level, you form a bond with a plant spirit, a creature of the Green. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Green Spells table.\n  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. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Green Spells**\n| Druid Level  | Spells                               | \n|--------------|--------------------------------------| \n| 2nd          | *entangle*, *goodberry*              | \n| 3rd          | *barkskin*, *spike growth*           | \n| 5th          | *speak with plants*, *vine carpet*   | \n| 7th          | *dreamwine*, *hallucinatory terrain* | \n| 9th          | *enchanted bloom*, *tree stride*     |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-green_gift-of-the-green","name":"Gift of the Green","desc":"At 6th level, the bond with your green spirit enhances your restorative spells and gives you the power to cast additional spells. Once before the spirit's duration ends, you can cast one of the following spells without expending a spell slot or material components: *locate animals or plants*, *pass without trace* (only in environments with ample plant life), *plant growth*, or *speak with plants*. You can't cast a spell this way again until the next time you summon your green spirit.\n  Whenever you cast a spell that restores hit points while your green spirit is summoned, roll a d8 and add the result to the total hit points restored.\n  In addition, when you cast a spell with a range other than self, the spell can originate from you or your green spirit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-green_spirit-symbiosis","name":"Spirit Symbiosis","desc":"At 14th level, while your green spirit is within 30 feet of you, you can use an action to join with it, letting its plant matter grow around you. While so joined, you gain the following benefits: \n* You gain temporary hit points equal to your green spirit's current hit points. \n* You gain a climbing speed of 30 feet. \n* You have advantage on Constitution saving throws. \n* The ground within 10 feet of you is difficult terrain for creatures hostile to you. \n* You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.\nThis feature lasts until the temporary hit points you gained from this feature are reduced to 0, until the spirit's duration ends, or until you use an action to separate. If you separate, the green spirit has as many hit points as you had temporary hit points remaining. If this effect ends because your temporary hit points are reduced to 0, the green spirit disappears until you summon it again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-green_summon-green-spirit","name":"Summon Green Spirit","desc":"Starting at 2nd level, you can summon a spirit of the Green, a manifestation of primordial plant life. As an action, you can expend one use of your Wild Shape feature to summon the Green spirit rather than assuming a beast form.\n  The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When the spirit appears, the area in a 10-foot radius around it becomes tangled with vines and other plant growth, becoming difficult terrain until the start of your next turn.\n  The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Green Spirit stat block, which uses your proficiency bonus (PB) in several places.\n  You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material.\n  In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The green spirit 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  The spirit remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the *goodberry* spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-the-green_verdant-interference","name":"Verdant Interference","desc":"Starting at 10th level, when a creature you can see within 30 feet of you or your green spirit is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd_druid"},"name":"Circle of the Green","desc":"Druids of the Circle of the Green devote themselves to the plants and green things of the world, recognizing the role of plants in giving life. By continued communion with plant life, they believe they draw nearer to what they call “The Green,” a cosmic thread that binds all plant life. Druids of this circle believe they gain their abilities by tapping into the Green, and they use this connection to summon a spirit from it.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-wind","features":[{"key":"toh_circle-of-wind_bonus-cantrip","name":"Bonus Cantrip","desc":"At 2nd level when you choose this circle, you learn the *message* cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_circle-spells","name":"Circle Spells","desc":"The magic of the wind flows through you, granting access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Wind Spells table.\n  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. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Wind Spells**\n| Druid Level  | Spells                                                | \n|--------------|-------------------------------------------------------| \n| 3rd          | *blur*, *gust of wind*                                | \n| 5th          | *fly*, *lightning bolt*                               | \n| 7th          | *conjure minor elementals*, *freedom of movement*     | \n| 9th          | *cloudkill*, *conjure elemental* (air elemental only) |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_comforting-breezes","name":"Comforting Breezes","desc":"Beginning at 6th level, as an action, you can summon a gentle breeze that extends in a 30-foot cone from you. Choose a number of targets in the area equal to your Wisdom modifier (minimum of 1). You end one disease or the blinded, deafened, paralyzed, or poisoned condition on each target. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_feathered-form","name":"Feathered Form","desc":"Starting at 2nd level, when you use your Wild Shape to magically assume the shape of a beast, it can have a flying speed (you ignore “no flying speed” in the Limitations column of the Beast Shapes table but must abide by the other limitations there).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_hunger-of-storms-fury","name":"Hunger of Storm's Fury","desc":"Beginning at 14th level, when you succeed on a saving throw against a spell or effect that deals lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_updraft","name":"Updraft","desc":"Also at 6th level, you can expend one use of Wild Shape as a bonus action to summon a powerful wind. You and each creature of your choice within 10 feet of you end the grappled or restrained conditions. You can fly up to 30 feet as part of this bonus action, and each creature that you affect with this wind can use a reaction to fly up to 30 feet. This movement doesn't provoke opportunity attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-wind_vizier-of-the-winds","name":"Vizier of the Winds","desc":"Starting at 10th level, you can ask the winds one question, and they whisper secrets back to you. You can cast *commune* without preparing the spell or expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":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":"Druid","key":"srd_druid"},"name":"Circle of Wind","desc":"Founded in deserts, badlands, and grasslands, where wind dominates and controls the landscape, the teachings of the Circle of Wind have spread far and wide, like a mighty storm. Druids who follow this circle's teachings embrace the mercurial winds to create several effects.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-sand","features":[{"key":"toh_circle-of-sand_diffuse-form","name":"Diffuse Form","desc":"Also at 2nd level, when you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. 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":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-sand_echo-of-the-dunes","name":"Echo of the Dunes","desc":"At 10th level, your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following: \n* **Sand Sphere.** You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required). \n* **Whirlwind.** You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn't provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned, but you also can't cast spells, can't make attacks, and can't manipulate objects that require fine dexterity.\nOnce you use one of these options, 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_circle-of-sand_sand-dervish","name":"Sand Dervish","desc":"Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within 30 feet of you. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn't pushed.\n  As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish's damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide.\nThe sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.\nWhen you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-sand_sand-form","name":"Sand Form","desc":"When you join this circle at 2nd level, you learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition.\n\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 equipment to move with you if you flow through particularly narrow spaces.\n\nYou can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following: \n* **Abrasive Blast.** You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier. \n* **Stinging Cloud.** You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.\n\nWhen you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-sand_sandstorm","name":"Sandstorm","desc":"At 14th level, you can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action.\n  When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.\n  You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus.\n  Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"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":"Druid","key":"srd_druid"},"name":"Circle of Sand","desc":"The Circle of Sand originally arose among the desert dunes, where druids forged an intimate connection with the sands that surrounded them. Now such circles gather anywhere with excess sand, including coastlines or badlands.\n  While the unacquainted might view sand as lifeless and desolate, druids of this circle know the truth—there is life within the sand, as there is almost anywhere. These druids have witnessed the destructive power of sand and the sandstorm and know to fear and respect them. Underestimating the power of sand is only for the foolish.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-crystals","features":[{"key":"toh_circle-of-crystals_crystalline-form","name":"Crystalline Form","desc":"At 14th level, as a bonus action while wearing or carrying your resonant crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form: \n* You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. \n* You have advantage on saving throws against spells and other magical effects. \n* Your resonant crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st level or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target.\nThis feature lasts 1 minute, or until you dismiss it as a bonus action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-crystals_crystalline-skin","name":"Crystalline Skin","desc":"Starting at 6th level, when you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-crystals_magical-resonance","name":"Magical Resonance","desc":"At 10th level, you can draw on stored magical energy in your resonant crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd level or lower. If you do so, you can't benefit from the resonant crystal's harmonic frequency for 1 minute.\n  Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-crystals_resonant-crystal","name":"Resonant Crystal","desc":"When you choose this circle at 2nd level, you learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action.\n  Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest. \n* **Clarity.** You have advantage on saving throws against being frightened or charmed. \n* **Cleansing.** You have advantage on saving throws against being poisoned, and you have resistance to poison damage. \n* **Focus.** You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. \n* **Healing.** When you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus. \n* **Vitality.** Whenever you cast a spell of 1st level or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice your proficiency bonus. The temporary hit points last for 1 minute.\nTo create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd_druid"},"name":"Circle of Crystals","desc":"Circle of Crystals druids first arose in subterranean environments, where they helped tend giant crystal gardens, but now they can be found most anywhere with access to underground caverns or geothermal activity. These druids view crystals as a naturally occurring form of order and perfection, and they value the crystals' slow growth cycle, as it reminds them the natural world moves gradually but eternally. This teaches young druids patience and assures elder druids their legacy will be carried on in each spire of crystal. As druids of this circle tend their crystals, they learn how to use the harmonic frequencies of different crystals to create a variety of effects, including storing magic.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-bees","features":[{"key":"toh_circle-of-bees_bee-bond","name":"Bee Bond","desc":"When you choose this circle at 2nd level, you gain proficiency in the Acrobatics or Stealth skill (your choice), and you can speak and understand Bee Dance, a language shared by bees that involves flying in dance-like patterns. Bees refuse to attack you, even with magical coercion.\n  When a beast other than a bee attacks you with a weapon that deals poison damage, such as a giant spider's bite or a scorpion's sting, it must succeed on a Charisma saving throw against your spell save DC or have disadvantage on its attack rolls against you until the start of its next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-bees_bee-stinger","name":"Bee Stinger","desc":"Also at 2nd level, you can use an action and expend one use of your Wild Shape to grow a bee's stinger, typically growing from your wrist, which you can use to make unarmed strikes. When you hit with an unarmed strike while this stinger is active, you use Wisdom instead of Strength for the attack, and your unarmed strike deals piercing damage equal to 1d4 + your Wisdom modifier + poison damage equal to half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.\n  The stinger lasts for a number of hours equal to half your druid level (rounded down) or until you use your Wild Shape again.\n  When you reach 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the poison damage dealt by your stinger equals your proficiency bonus. In addition, the unarmed strike damage you deal while the stringer is active increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-bees_bumblebee-rush","name":"Bumblebee Rush","desc":"At 6th level, you can take the Dash action as a bonus action. When you do so, creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-bees_circle-spells","name":"Circle Spells","desc":"Your bond with bees and other stinging beasts grants you knowledge of certain spells. At 2nd level, you learn the true strike cantrip. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in the Circle of Bees Spells table.\n  Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Bee Spells**\n| Druid Level  | Spells                             | \n|--------------|------------------------------------| \n| 3rd          | *blur*, *bombardment of stings*    | \n| 5th          | *fly*, *haste*                     | \n| 7th          | *giant insect*, *locate creature*  | \n| 9th          | *insect plague*, *telepathic bond* |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-bees_hive-mind","name":"Hive Mind","desc":"At 10th level, when you cast *telepathic bond*, each creature in the link has advantage on Intelligence, Wisdom, and Charisma checks if at least one creature in the link has proficiency in a skill that applies to that check. In addition, if one creature in the link succeeds on a Wisdom (Perception) check to notice a hidden creature or on a Wisdom (Insight) check, each creature in the link also succeeds on the check. Finally, when a linked creature makes an attack, it has advantage on the attack roll if another linked creature that can see it uses a reaction to assist it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-bees_mantle-of-bees","name":"Mantle of Bees","desc":"At 14th level, you can use an action to cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in a mantle of bees, you gain a +2 bonus to AC, and you have advantage on Charisma (Intimidation) checks. In addition, when a creature within 5 feet of you hits you with a melee weapon, it must make a Constitution saving throw against your spell save DC. On a failure, the attacker takes 1d8 piercing damage and 1d8 poison damage and is poisoned until the end of its next turn. On a successful save, the attacker takes half the damage and isn't poisoned.\n  While the mantle is active, you can use an action to direct the bees to swarm a 10-foot-radius sphere within 60 feet of you. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The bees then disperse, and your mantle ends.\n  Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 5th level or higher to create the mantle again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd_druid"},"name":"Circle of Bees","desc":"Druids of the Circle of Bees are friends to all stinging insects but focus their attention on honeybees and other pollinating insects. When not adventuring, they tend hives, either created by the insects or by themselves. They tap into the horror inherent in stinging insects to protect their allies or the fields hosting their bee friends.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_circle-of-ash","features":[{"key":"toh_circle-of-ash_ash-cloud","name":"Ash Cloud","desc":"At 2nd level, you can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n  This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that don't need to breathe or that are immune to poison automatically succeed on this saving throw.\n  You automatically succeed on this saving throw while within the area of your ash cloud, but you don't automatically succeed if you are in another Circle of Ash druid's ash cloud.\n  The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-ash_feed-the-earth","name":"Feed the Earth","desc":"At 10th level, your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one.\n  In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or don't need to breathe, but creatures that are immune to poison are immune to this effect.\n  If at least one creature takes damage from the ash cloud's eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You can't cause this growth in an area that can't accommodate natural plant growth, such as the deck of a ship or inside a building.\n  The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-ash_firesight","name":"Firesight","desc":"Starting at 2nd level, your vision can't be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the *cloudkill* or *stinking cloud* spells, a gorgon's petrifying breath, or a kraken's ink cloud.\n#### Covered in Ash\nAt 6th level, when a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points equal to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_circle-of-ash_from-the-ashes","name":"From the Ashes","desc":"Beginning at 14th level, when you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes.\n  At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion.\n  Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"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":"Druid","key":"srd_druid"},"name":"Circle of Ash","desc":"Druids of the Circle of Ash believe in the power of rebirth and resurrection, both physical and spiritual. The ash they take as their namesake is the result of burning and death, but it can fertilize the soil and help bring forth new life. For these druids, ash is the ultimate symbol of the elegant cycle of life and death that is the foundation of the natural world. Some such druids even use fresh ash to clean themselves, and the residue is often kept visible on their faces.\n\nDruids of this circle often use the phoenix as their symbol, an elemental creature that dies and is reborn from its own ashes. These druids aspire to the same purity and believe resurrection is possible if they are faithful to their beliefs. Others of this circle are drawn to volcanos and find volcanic eruptions and their resulting ash clouds to be auspicious events.\n\nAll Circle of Ash druids request to be cremated after death, and their ashes are often given over to others of their order. What later happens with these ashes, none outside the circle know.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_chaplain","features":[{"key":"toh_chaplain_field-medic","name":"Field Medic","desc":"Beginning at 3rd level, you can use an action to spend one of your Hit Dice and regain hit points. The hit points regained with this feature can be applied to yourself or to another creature you touch. Alternatively, you can heal another creature you touch when you spend Hit Dice to regain hit points during a short rest, instead of applying the regained hit points to yourself. If you are under an effect that increases the amount of healing you receive when spending Hit Dice, such as a spell or feat, that effect applies to the amount of hit points the target regains. Keep in mind, some effects that increase the healing of Hit Dice happen only when those Hit Dice are spent during a short rest, like a bard's Song of Rest.\n  In addition, the number of Hit Dice you regain after a long rest is equal to half your total number of Hit Dice plus one. For example, if you have four Hit Dice, you regain three spent Hit Dice, instead of two, 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_chaplain_hospitaler","name":"Hospitaler","desc":"At 18th level, you recover a number of spent Hit Dice equal to a quarter of your total Hit Dice when you finish a short rest. In addition, you recover all your spent Hit Dice when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_chaplain_rally-point","name":"Rally Point","desc":"Beginning at 15th level, when a friendly creature you can see takes damage, you can use your reaction to move that creature up to its speed toward you. The creature can choose the path traveled, but it must end the movement closer to you than it started. 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 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_chaplain_rally-the-troops","name":"Rally the Troops","desc":"Starting at 7th level, you can use an action to urge your companions to overcome emotional and spiritual obstacles. Each friendly creature of your choice that can see or hear you (which can include yourself) ignores the effects of being charmed and frightened for 1 minute.\n  If a creature affected by this feature is already suffering from one of the conditions it can ignore, that condition is suppressed for the duration and resumes when this feature ends. Once you use this feature, you can't use it again until you finish a short or long rest.\n  Each target can ignore additional conditions when you reach certain levels in this class: one level of exhaustion and incapacitated at 10th level, up to two levels of exhaustion and stunned at 15th level, and up to three levels of exhaustion and paralyzed at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_chaplain_student-of-faith","name":"Student of Faith","desc":"When you choose this archetype at 3rd level, you gain proficiency in the Insight, Medicine, or Religion skill (your choice).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_chaplain_tend-the-injured","name":"Tend the Injured","desc":"At 10th level, if you spend Hit Dice to recover hit points during a short rest, any hit points regained that exceed your hit point maximum, or that of the creature being tended to, can be applied to another creature within 5 feet of you. In addition, you regain one spent Hit Die when you finish a short rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Chaplain","desc":"Militaries and mercenary companies often contain members of various clergies among their ranks. These chaplains typically come from religious sects whose tenets promote war, healing, peace, protection, or freedom, and they tend to the emotional and physical well-being of their charges. In the eyes of your companions, you are as much a counselor and spiritual leader as you are a fellow warrior.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_champion","features":[{"key":"srd-2024_fighter_champion_additional-fighting-style","name":"Additional Fighting Style","desc":"You gain another Fighting Style feat of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_heroic-warrior","name":"Heroic Warrior","desc":"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_improved-critical","name":"Improved Critical","desc":"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_remarkable-athlete","name":"Remarkable Athlete","desc":"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_superior-critical","name":"Superior Critical","desc":"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_survivor","name":"Survivor","desc":"You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd-2024_fighter"},"name":"Champion","desc":"*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_champion","features":[{"key":"srd_champion_additional-fighting-style","name":"Additional Fighting Style","desc":"At 10th level, you can choose a second option from the Fighting Style class feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_champion_improved-critical","name":"Improved Critical","desc":"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_champion_remarkable-athlete","name":"Remarkable Athlete","desc":"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_champion_superior-critical","name":"Superior Critical","desc":"Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd_champion_survivor","name":"Survivor","desc":"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Champion","desc":"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_cat-burglar","features":[{"key":"toh_cat-burglar_artful-dodger","name":"Artful Dodger","desc":"At 3rd level, alert to the dangers posed by hidden traps and wards, you have advantage on saving throws made to avoid or resist a trap or a magic effect with a trigger, such as the *glyph of warding* spell, and you have resistance to the damage dealt by such effects.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_cat-burglar_breaking-and-entering","name":"Breaking and Entering","desc":"At 13th level, when you make an attack against a door, gate, window, shutters, bars, or similar object or structure that is blocking or barring an egress, you have advantage on the attack roll, and you can add your Sneak Attack damage on a hit. You can choose for this damage to be audible out to a range of 100 feet or to be audible only within 5 feet of the point where you hit the object or structure. Similarly, you can choose for this damage to appear more or less impactful than it actually is, such as neatly carving a hole for you to squeeze through a wall or window or bursting a door off its hinges.\n\nYour expertise at deftly dismantling crafted works extends to constructs and undead. You don't need advantage on the attack roll to use your Sneak Attack feature against constructs and undead. As normal, you can't use Sneak Attack if you have disadvantage on the attack roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"toh_cat-burglar_cats-eye","name":"Cat's Eye","desc":"Starting at 9th level, you have advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to find or disarm traps, locate secret or hidden doors, discern the existence of an illusion, or spot a *glyph of warding*. You can also search for traps while traveling at a normal pace, instead of only while at a slow pace.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_cat-burglar_master-burglar","name":"Master Burglar","desc":"At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns 118 that you would trigger a trap or magic effect with a trigger, such as the *glyph of warding* spell, you can choose to not trigger it.\n  As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_cat-burglar_up-over-and-in","name":"Up, Over, and In","desc":"Beginning when you choose this archetype at 3rd level, you have a climbing speed equal to your walking speed. If you already have a climbing speed equal to or greater than your walking speed, it increases by 5 feet. In addition, when you are falling, you can use your reaction to soften the fall. You reduce the falling damage you take by an amount equal to your proficiency bonus + your rogue level. You don't land prone, unless the damage you take from the fall would reduce you to less than half your hit point maximum.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Cat Burglar","desc":"As a cat burglar, you've honed your ability to enter closed or restricted areas, drawing upon a tradition first developed among the catfolk, who often are innately curious and driven to learn what wonders, riches, or unusual friends and foes lie beyond their reach or just out of sight. In ages past, some allowed this inquisitiveness to guide them toward a rogue's life devoted to bridging that gap by breaking into any and all structures, dungeons, or walled-off regions that prevented them from satisfying their curiosity.\n\nSo successful were these first catfolk burglars that other rogues soon began emulating their techniques. Walls become but minor inconveniences once you work out the best methods of scaling them and learn to mitigate injuries from falls. In time, cat burglars become adept at breaching any openings they find; after all, if a door was not meant to be opened, why would it have been placed there? Those who devote a lifetime to such endeavors eventually learn to spot and bypass even the cleverest traps and hidden doors, including those disguised or warded by magic.\n\nSome cat burglars use their abilities to help themselves to the contents of treasure vaults or uncover hidden secrets, others become an integral part of an adventuring party that values skillful infiltration techniques, and still others get the jump on their foes by taking the fight to them where and when they least expect it, up to and including private bed chambers or inner sanctums. You'll likely end up someplace you're not supposed to be, but those are the places most worth visiting!","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_cantrip-adept","features":[{"key":"toh_cantrip-adept_adroit-caster","name":"Adroit Caster","desc":"Starting at 10th level, if you cast a cantrip that doesn't deal damage or a cantrip that has an effect in addition to damage, such as the speed reduction of the *ray of frost* spell, that cantrip or effect has twice the normal duration.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_cantrip-adept_arcane-alacrity","name":"Arcane Alacrity","desc":"Also at 2nd level, whenever you cast a wizard cantrip that has a casting time of an action, you can change the casting time to a bonus action for that casting. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\n  When you reach 10th level in this class, you regain all expended uses of this feature when you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_cantrip-adept_cantrip-polymath","name":"Cantrip Polymath","desc":"At 2nd level, you gain two cantrips of your choice from any spell list. For you, these cantrips count as wizard cantrips and don't count against the number of cantrips you know. In addition, any cantrip you learn or can cast from any other source, such as from a racial trait or feat, counts as a wizard cantrip for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_cantrip-adept_empowered-cantrips","name":"Empowered Cantrips","desc":"Starting at 14th level, once per turn, when you cast a wizard cantrip that deals damage, you can deal maximum damage with that spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it 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_cantrip-adept_potent-spellcasting","name":"Potent Spellcasting","desc":"Starting at 6th level, you can add your Intelligence modifier to one damage roll of any wizard cantrip you can cast.","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":"Cantrip Adept","desc":"It's easy to dismiss the humble cantrip as nothing more than an unsophisticated spell practiced by hedge wizards that proper mages need not focus on. But clever and cautious wizards sometimes specialize in such spells because while other mages fret when they're depleted of arcane resources, Cantrip Adepts hardly even notice … and at their command, the cantrips are not so humble.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"tdcs_blood-domain","features":[{"key":"tdcs_blood-domain_bloodletting-focus","name":"Bloodletting Focus","desc":"From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage 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":"tdcs_blood-domain_blood-domain-spells-table","name":"Blood Domain Spells (table)","desc":"Cleric Level | Spells                                | \r\n |--------------|-------------------------------------------| \r\n | 1st          | *sleep*, *ray of sickness*                | \r\n | 3rd          | *ray of enfeeblement*, *crown of madness* | \r\n | 5th          | *haste*, *slow*                           | \r\n | 7th          | *blight*, *stoneskin*                     | \r\n | 9th          | *dominate person*, *hold monster*         |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_bonus-proficiencies","name":"Bonus Proficiencies","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":"tdcs_blood-domain_channel-divinity-blood-puppet","name":"Channel Divinity: Blood Puppet","desc":"Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_channel-divinity-crimson-bond","name":"Channel Divinity: Crimson Bond","desc":"Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n\n **Health State Examples**\n\n| 100%    | Untouched            |\r\n| 99%-50% | Injured              |\r\n| 49%-1%  | Heavily Wounded      |\r\n| 0%      | Unconscious or Dying |\r\n| –       | Dead                 |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_sanguine-recall","name":"Sanguine Recall","desc":"At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.\nFor example, if you’re a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_vascular-corruption-aura","name":"Vascular Corruption Aura","desc":"At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).\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":17,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tal'dorei Campaign Setting","key":"tdcs","type":"SOURCE","display_name":"Tal'dorei Campaign Setting","publisher":{"name":"Green Ronin Publishing","key":"green-ronin"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Blood Domain","desc":"The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance./n When casting divine spells as a Blood Domain cleric, consider ways to occasionally flavor your descriptions to tailor the magic’s effect on the opponent’s blood and vitality. Hold person might involve locking a target’s body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_berserker","features":[{"key":"bfrd_barbarian-berserker_frenzy","name":"Frenzy","desc":"You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_ruthless-bearing","name":"Ruthless Bearing","desc":"Your ferocity looms at all times. You gain proficiency in the Intimidation skill. If you are already proficient, double your PB instead for Intimidation checks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_mindless-rage","name":"Mindless Rage","desc":"While raging, you gain the following benefits:\n- You ignore any levels of exhaustion you currently suffer for the duration of your rage.\n- You can't be charmed or frightened. If you are already charmed or frightened when you enter a rage, the effect is suspended for the duration of the rage.\n- If you score a critical hit or reduce a creature to 0 HP, you gain a number of temporary hit points equal to your PB + your CON modifier. These hit points last until expended or 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_barbarian-berserker_intimidating-presence","name":"Intimidating Presence","desc":"Your weapon attacks deal an amount of additional damage, equal to your PB (of the same damage type as the weapon), to frightened creatures.\n\nIn addition, as a bonus action, you can attempt to frighten a number of creatures, up to your PB, within 30 feet of you that can see or hear you. Each target must make a WIS save (DC 8 + your PB + your CHA modifier + the number temporary hit points you currently have from your Mindless Rage feature). On a failure, a creature is frightened of you until the end of your next turn.\n\nOn subsequent turns, you can use your bonus action to extend the duration of this effect on each frightened creature until the end of your next turn. This effect ends if the creature ends its turn more than 60 feet away from you or can no longer see or hear you.\n\nIf the creature succeeds on its save, you can't use this feature on that creature again for 24 hours.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_retaliation","name":"Retaliation","desc":"When a creature hits or misses you with an attack, you can use your reaction to move up to half your speed toward that creature and make a single melee attack against it. If the creature is Large or larger, you have advantage on the attack roll.","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":"Barbarian","key":"bfrd_barbarian"},"name":"Berserker","desc":"Through primal rite or natural bloodthirst, some barbarians can work themselves into a rage so ferocious and explosively violent that it risks breaking their bodies. Berserkers may lose themselves in their frenzy, seething with raw brutality, embracing the blood-soaked battlefield, uncaring of their own safety.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_beast-trainer","features":[{"key":"toh_beast-trainer_beast-whisperer","name":"Beast Whisperer","desc":"Starting at 3rd level, you gain proficiency in Animal Handling. If you already have proficiency in this skill, your proficiency bonus is doubled for any ability check you make with it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_beast-trainer_bestial-flanker","name":"Bestial Flanker","desc":"At 7th level, when you hit a creature, you can choose one of your trained animals you can see within 30 feet of you. If that trained animal attacks the creature you hit before your next turn, it has advantage on its first attack roll.\n\nYou 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":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_beast-trainer_bred-for-battle","name":"Bred for Battle","desc":"Starting at 11th level, add half your proficiency bonus to each trained animal's AC, attack rolls, damage rolls, saving throws, and to any skills in which it is proficient, and increase each trained animal's hit point maximum by twice your proficiency bonus. In addition, you can choose Large and smaller beasts when you select trained animals.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_beast-trainer_primal-whirlwind","name":"Primal Whirlwind","desc":"At 15th level, when you command your trained animals to use the Attack action, you can choose for one trained animal to attack all creatures within 5 feet of it, making one attack against each creature.\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":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_beast-trainer_trained-animals","name":"Trained Animals","desc":"Beginning when you take this archetype at 3rd level, you gain a beast companion. Choose a beast that is Medium or smaller and has a challenge rating of 1/4 or lower. The beast is friendly to you and your companions, and it obeys any commands that you issue to it. In combat, it shares your initiative and takes its turn immediately after yours. The beast 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.\n\nIf you are knocked unconscious, killed, or otherwise unable to command your trained animal, one of your allies can use a bonus action to command it by succeeding on a DC 10 Wisdom (Animal Handling) check.\n\nWhen you reach 7th level, you can have more than one trained animal at a time. All your trained animals can have a total challenge rating equal to a quarter of your level, rounded down. A beast with a challenge rating of 0 is considered to have a challenge rating of 1/8 for the purpose of determining the number of trained animals you can have. You can use a bonus action to direct all your trained animals to take the same action, or you can use an action to command all of them to take different actions.\n\nTo have one or more trained animals, you must spend at least one hour each day practicing commands and playing with your animals, which you can do during a long rest.\n\nIf a trained animal dies, you can use an action to touch the animal and expend a spell slot of 1st level or higher. The animal returns 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":[]}],"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":"Beast Trainer","desc":"People have used animals in their war efforts since time immemorial. As a beast trainer, you teach animals how to fight and survive on the battlefield. You also train them to recognize and obey your allies when you aren't able to direct them. While a beast trainer can train any type of animal, they often generate a strong bond with one species and focus their training on beasts of that type.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_battle-mage","features":[{"key":"bfrd_wizard-battle-mage_expanded-talent-list","name":"Expanded Talent List","desc":"When your gain a new talent, you can select it from either the magic or the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_spell-ward","name":"Spell Ward","desc":"You can redirect a portion of your spellcasting energy into a defensive shield. When you cast an Arcane spell of 1st circle or higher, you can simultaneously weave a protective ward around yourself.\n\nWhile the ward is active, you gain the following benefits if you aren't wearing medium or heavy armor:\n- You gain a bonus to your armor class (AC) equal to your PB.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nThe ward lasts for 1 minute, but ends early if you are knocked unconscious or if your turn ends and you haven't cast an Arcane spell of 1st circle or higher since your last turn. You can also choose to dismiss your ward at any time (no action required by you).\n\nYou can use this feature a number of times equal to your PB, and you 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_wizard-battle-mage_tactical-caster","name":"Tactical Caster","desc":"When you cast an Arcane spell that causes damage, you can choose yourself and any number of allies you can see to be immune to the damage caused by the spell. You can use this feature a number of times equal to your PB, and you 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_wizard-battle-mage_contingency-plan","name":"Contingency Plan","desc":"When you fail to hit a creature with a spell attack, you can use your reaction to redirect the spell toward a different target within the spell's range. You must make a new spell attack roll for the new target. If you miss the new target, you can't redirect again with the same spell attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_blasting-power","name":"Blasting Power","desc":"When you deal damage with an Arcane spell, you can reroll any 1s you roll on any number of the damage dice. You must take the new result for any dice rerolled in this way (even if the new result is also a 1).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_counterstrike","name":"Counterstrike","desc":"When a creature succeeds on a save against an Arcane spell you cast and would take no damage or otherwise suffer no effects from the spell, it instead takes force damage equal to a number of d6 dice equal to the spell's circle + your INT modifier. For example, if you have an INT modifier of +4 and a creature succeeds and takes no damage from your 4th-circle spell, the creature still takes 4d6 + 4 force damage.","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":"Wizard","key":"bfrd_wizard"},"name":"Battle Mage","desc":"Wizards who follow the Battle Mage tradition aren't interested in theoretical musings or tedious experiments. Instead, they pursue new ways to enhance their power so that they can destroy their foes (and defend their allies) with ever-greater efficiency.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_bard","features":[{"key":"srd-2024_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-spell-list","name":"Bard Spell List","desc":"This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\n**Cantrips (Level 0)**\n\n|Spell|School|Special|\n|---|---|---|\n|Dancing Lights|Illusion|C|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Prestidigitation|Transmutation|—|\n|Starry Wisp|Evocation|—|\n|True Strike|Divination|—|\n|Vicious Mockery|Enchantment|—|\n\n**Level 1**\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Color Spray|Illusion|—|\n|Command|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Dissonant Whispers|Enchantment|—|\n|Faerie Fire|Evocation|C|\n|Feather Fall|Transmutation|—|\n|Healing Word|Abjuration|—|\n|Heroism|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Identify|Divination|R, M|\n|Illusory Script|Illusion|R, M|\n|Longstrider|Transmutation|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n|Unseen Servant|Conjuration|R|\n\n**Level 2**\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Detect Thoughts|Divination|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Enthrall|Enchantment|C|\n|Heat Metal|Transmutation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Mouth|Illusion|R, M|\n|Mirror Image|Illusion|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Silence|Illusion|C, R|\n|Suggestion|Enchantment|C|\n|Zone of Truth|Enchantment|—|\n\n**Level 3**\n\n|Spell|School|Special|\n|---|---|---|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Glyph of Warding|Abjuration|M|\n|Hypnotic Pattern|Illusion|C|\n|Major Image|Illusion|C|\n|Mass Healing Word|Abjuration|—|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Sending|Divination|—|\n|Slow|Transmutation|C|\n|Speak with Dead|Necromancy|—|\n|Speak with Plants|Transmutation|—|\n|Stinking Cloud|Conjuration|C|\n|Tiny Hut|Evocation|R|\n|Tongues|Divination|—|\n\n**Level 4**\n\n|Spell|School|Special|\n|---|---|---|\n|Charm Monster|Enchantment|—|\n|Compulsion|Enchantment|C|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Freedom of Movement|Abjuration|—|\n|Greater Invisibility|Illusion|C|\n|Hallucinatory Terrain|Illusion|—|\n|Locate Creature|Divination|C|\n|Phantasmal Killer|Illusion|C|\n|Polymorph|Transmutation|C|\n\n**Level 5**\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Awaken|Transmutation|M|\n|Dominate Person|Enchantment|C|\n|Dream|Illusion|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hold Monster|Enchantment|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Mislead|Illusion|C|\n|Modify Memory|Enchantment|C|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n|Seeming|Illusion|—|\n|Telepathic Bond|Divination|R|\n|Teleportation Circle|Conjuration|M|\n\n**Level 6**\n\n|Spell|School|Special|\n|---|---|---|\n|Eyebite|Necromancy|C|\n|Find the Path|Divination|C, M|\n|Guards and Wards|Abjuration|M|\n|Heroes' Feast|Conjuration|M|\n|Irresistible Dance|Enchantment|C|\n|Mass Suggestion|Enchantment|—|\n|Programmed Illusion|Illusion|M|\n|True Seeing|Divination|M|\n\n**Level 7**\n\n|Spell|School|Special|\n|---|---|---|\n|Arcane Sword|Evocation|C, M|\n|Etherealness|Conjuration|—|\n|Forcecage|Evocation|C, M|\n|Magnificent Mansion|Conjuration|M|\n|Mirage Arcane|Illusion|—|\n|Prismatic Spray|Evocation|—|\n|Project Image|Illusion|C, M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n|Teleport|Conjuration|—|\n\n**Level 8**\n\n|Spell|School|Special|\n|---|---|---|\n|Antipathy/Sympathy|Enchantment|—|\n|Befuddlement|Enchantment|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Mind Blank|Abjuration|—|\n|Power Word Stun|Enchantment|—|\n\n**Level 9**\n\n|Spell|School|Special|\n|---|---|---|\n|Foresight|Divination|—|\n|Power Word Heal|Enchantment|—|\n|Power Word Kill|Enchantment|—|\n|Prismatic Wall|Abjuration|—|\n|True Polymorph|Transmutation|C|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-subclass","name":"Bard Subclass","desc":"You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bardic-die","name":"Bardic Die","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"D6"},{"level":10,"column_value":"D10"},{"level":11,"column_value":"D10"},{"level":12,"column_value":"D10"},{"level":13,"column_value":"D10"},{"level":14,"column_value":"D10"},{"level":15,"column_value":"D12"},{"level":16,"column_value":"D12"},{"level":17,"column_value":"D12"},{"level":18,"column_value":"D12"},{"level":19,"column_value":"D12"},{"level":2,"column_value":"D6"},{"level":20,"column_value":"D12"},{"level":3,"column_value":"D6"},{"level":4,"column_value":"D6"},{"level":5,"column_value":"D8"},{"level":6,"column_value":"D8"},{"level":7,"column_value":"D8"},{"level":8,"column_value":"D8"},{"level":9,"column_value":"D8"}]},{"key":"srd-2024_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.\n\n**Using Bardic Inspiration.** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.\n\nOnce within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.\n\n**Number of Uses.** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**At Higher Levels.** Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_cantrips","name":"Cantrips","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_core-traits","name":"Core Bard Traits","desc":"|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Choose any 3 skills|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose 3 Musical Instruments|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_countercharm","name":"Countercharm","desc":"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_expertise","name":"Expertise","desc":"You gain Expertise (see \"Rules Glossary\") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_font-of-inspiration","name":"Font of Inspiration","desc":"You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_magical-secrets","name":"Magical Secrets","desc":"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_prepared-spells","name":"Prepared Spells","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_bard_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_bard_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_bard_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through your bardic arts. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Bard spell list. *Dancing Lights* and *Vicious Mockery* are recommended.\n\nWhenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.\n\nWhen you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.\n\n**Spell Slots.** The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. *Charm Person*, *Color Spray*, *Dissonant Whispers*, and *Healing Word* are recommended.\n\nThe number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells.\n\n**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_superior-inspiration","name":"Superior Inspiration","desc":"When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_words-of-creation","name":"Words of Creation","desc":"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_bard","features":[{"key":"srd_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bard-college","name":"Bard College","desc":"At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":10,"detail":"d10"},{"level":15,"detail":"d12"},{"level":5,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_countercharm","name":"Countercharm","desc":"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon\r\n* (*a*) a diplomat’s pack or (*b*) an entertainer’s pack\r\n* (*a*) a lute or (*b*) any other musical instrument\r\n* Leather armor and a dagger","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_expertise","name":"Expertise","desc":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_font-of-inspiration","name":"Font of Inspiration","desc":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_magical-secrets","name":"Magical Secrets","desc":"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any class at 14th level and again at 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":14,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Three musical instruments of your choice\r\n**Saving Throws:** Dexterity, Charisma\r\n**Skills:** Choose any three","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_bard_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_bard_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_bard_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_song-of-rest","name":"Song of Rest","desc":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"d10"},{"level":17,"detail":"d12"},{"level":2,"detail":"d6"},{"level":9,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_spellcasting","name":"Spellcasting","desc":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.\r\n\r\nYour spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n###Cantrips\r\n\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n###Spell Slots\r\n\r\nThe Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.\r\n\r\n###Spells Known of 1st Level and Higher\r\n\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\r\n\r\n###Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n\r\n*Spell save DC* = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n*Spell attack modifier* = your proficiency bonus + your Charisma modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"14"},{"level":11,"column_value":"15"},{"level":12,"column_value":"15"},{"level":13,"column_value":"16"},{"level":14,"column_value":"18"},{"level":15,"column_value":"19"},{"level":16,"column_value":"19"},{"level":17,"column_value":"20"},{"level":18,"column_value":"22"},{"level":19,"column_value":"22"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"8"},{"level":6,"column_value":"9"},{"level":7,"column_value":"10"},{"level":8,"column_value":"11"},{"level":9,"column_value":"12"}]},{"key":"srd_bard_superior-inspiration","name":"Superior Inspiration","desc":"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_bard","features":[{"key":"bfrd_bard_core-traits","name":"Core Bard Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Any three skills of your choice|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|One type of musical instrument and two other tools of your choice|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) any simple weapon; (A) a diplomat's pack or (B) an entertainer's pack; (A) a musical instrument or (B) a different tool you are proficient with; plus Leather armor and a dagger|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6.\n\nOnce within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\n\nYou can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest.\n\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":5,"detail":"d8"},{"level":9,"detail":"d10"},{"level":14,"detail":"d12"}],"data_for_class_table":[]},{"key":"bfrd_bard_spellcasting","name":"Spellcasting","desc":"As a conduit for arcane power, you can cast Arcane spells.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Bard Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Bard Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose four 1st-circle spells that you know. Three of these spells must be from the Arcane spell list, but the fourth can be from any source spell list. Regardless of its source, it is an Arcane spell for you.\n\nThe Spells Known column of the Bard Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a bard, you can learn one new Arcane spell of 1st or 2nd circle. The Magical Secrets feature also lets you learn spells from other sources at certain levels.\n\nIn addition, when you gain a level of bard, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n## Rituals\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from any spell list—Arcane, Divine, Primordial, or Wyrd. Regardless of its source, it becomes an Arcane spell for you. You choose more rituals to learn at higher levels, as shown in the Rituals Known column of the Bard Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n## Spellcasting Focus\n\nYou can use a musical instrument or an arcane focus as a spellcasting focus for your Arcane spells. At your GM's discretion, you can use a suitable tool or object from a different tool kit you are proficient with as a spellcasting focus instead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-performance","name":"Bardic Performance","desc":"You weave magic into ongoing performances to produce effects beyond spells. You start with two effects: Celebrate Life and Cutting Words. You gain a new effect at 6th level, and some bard subclasses grant additional effects. Unless stated otherwise, targets must be within 30 feet of you and be able to hear or see you (depending on the type of performance) to be affected.\n\nAs an action, you can use your Bardic Performance feature, choosing which performance effect you create when you do so. Once active, you can continue the performance for up to 1 minute, as long as you spend a bonus action at the start of each of your subsequent turns to maintain it. You can also choose to use your Bardic Inspiration feature as part of the same bonus action required to maintain this performance.\n\nYour performance ends early if you become incapacitated, silenced, use an action to begin a new performance, or choose to end the effect (no action required by you to do so).\n\nYou can use your Bardic Performance feature to start a new performance a number of times equal to your PB, regaining all expended uses when you finish a long rest.\n\n**Bardic Performance: Celebrate Life.** At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.\n\nIn addition, allies within range have advantage on death saves, though they don't need to see or hear you to receive this benefit.\n\n**Bardic Performance: Cutting Words.** At 2nd level you gain a special reaction while your Bardic Performance feature is active. When a creature within range that you can see makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of your Bardic Inspiration feature, rolling the die and subtracting the number rolled from the creature's roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-performance-clarity-of-thought","name":"Bardic Performance: Clarity of Thought","desc":"Starting at 6th level, you gain this Bardic Performance option.\n\nWhile using your Bardic Performance feature, allies within 30 feet of you can't be charmed and have advantage on saves against being frightened. If an ally within range is already charmed or frightened when you begin your performance, it has advantage on any saves it makes to end the effect as long as your performance continues.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_expertise","name":"Expertise","desc":"Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, you can choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"4"}],"data_for_class_table":[]},{"key":"bfrd_bard_bard-subclass","name":"Bard Subclass","desc":"Choose a subclass that reflects the college you align with, either Lore or Victory (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_bard_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_font-of-inspiration","name":"Font of Inspiration","desc":"You now regain all expended uses of your Bardic Inspiration feature when you finish a short or long rest.\n\nIn addition, you can now use your Bardic Inspiration dice in a new way. When a creature within 60 feet of you that you can hear or see you fails an ability check, attack roll, or save, you can use your reaction to expend a use of your Bardic Inspiration feature. When you do, roll the Bardic Inspiration die and add the number rolled to the target's check total—potentially turning a failure into a success.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_magical-secrets","name":"Magical Secrets","desc":"You've picked up magical knowledge from just about everywhere. Choose two spells (or cantrips) from any spell list. A spell you choose must be of a circle you can cast with your spell slots, as shown on the Bard Progression table.\n\nThe chosen spells count as Arcane spells for you and are already included in the number in the Spells Known column at these levels on the Bard Progression table.\n\nYou learn two additional spells from any source at 13th level and again at 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null},{"level":13,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the bard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Persistent Inspiration.** When a creature adds one of your Bardic Inspiration dice to an ability check, attack roll, or save, and the roll still fails, the die isn't lost and can be used again.\n- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_grand-performance","name":"Grand Performance","desc":"Your Bardic Performance feature now affects creatures within 60 feet of you that can hear or see you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_epic-boon","name":"Epic Boon","desc":"Your commitment to the bard's path grants you a powerful new ability. You gain the following epic boon:\n- **Curtain Call.** If you start your turn with no uses of your Bardic Inspiration feature remaining, you can use your bonus action to recover a number of uses equal to your CHA modifier (minimum of 1). This bonus action can be taken as part of the bonus action required to maintain your Bardic Performance feature. Once you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_bard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_bard_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_bard_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":2,"column_value":"5"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"8"},{"level":6,"column_value":"9"},{"level":7,"column_value":"10"},{"level":8,"column_value":"11"},{"level":9,"column_value":"13"},{"level":10,"column_value":"14"},{"level":11,"column_value":"15"},{"level":12,"column_value":"15"},{"level":13,"column_value":"17"},{"level":14,"column_value":"18"},{"level":15,"column_value":"19"},{"level":16,"column_value":"19"},{"level":17,"column_value":"20"},{"level":18,"column_value":"22"},{"level":19,"column_value":"22"},{"level":20,"column_value":"22"}]},{"key":"bfrd_bard_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_bard_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_bard_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_bard_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_bard_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_barbarian","features":[{"key":"srd-2024_barbarian_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_barbarian-subclass","name":"Barbarian Subclass","desc":"You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_brutal-strike","name":"Brutal Strike","desc":"If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.\n\n**Forceful Blow.** The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.\n\n**Hamstring Blow.** The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time the most recent one.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_core-traits","name":"Core Barbarian Traits","desc":"|||\n|---|---|\n|Primary Ability|Strength|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_barbarian_danger-sense","name":"Danger Sense","desc":"You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_fast-movement","name":"Fast Movement","desc":"Your speed increases by 10 feet while you aren't wearing Heavy armor.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_feral-instinct","name":"Feral Instinct","desc":"Your instincts are so honed that you have Advantage on Initiative rolls.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_improved-brutal-strike","name":"Improved Brutal Strike","desc":"You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.\n\n**Staggering Blow.** The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.\n\n**Sundering Blow.** Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_improved-brutal-strike-enhanced","name":"Improved Brutal Strike (Enhanced)","desc":"The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_indomitable-might","name":"Indomitable Might","desc":"If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_instinctive-pounce","name":"Instinctive Pounce","desc":"As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_persistent-rage","name":"Persistent Rage","desc":"When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.\n\nIn addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_primal-champion","name":"Primal Champion","desc":"You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_primal-knowledge","name":"Primal Knowledge","desc":"You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.\n\nIn addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_barbarian_rage","name":"Rage","desc":"You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.\n\nYou can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhile active, your Rage follows the rules below. *Damage Resistance.* You have Resistance to Bludgeoning, Piercing, and Slashing damage.\n\n**Rage Damage.** When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.\n\n**Strength Advantage.** You have Advantage on Strength checks and Strength saving throws.\n\n**No Concentration or Spells.** You can't maintain Concentration, and you can't cast spells.\n\n**Duration.** The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:\n- Make an attack roll against an enemy.\n- Force an enemy to make a saving throw.\n- Take a Bonus Action to extend your Rage.\n\nEach time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+4"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"}]},{"key":"srd-2024_barbarian_rages","name":"Rages","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"2"},{"level":20,"column_value":"6"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_barbarian_reckless-attack","name":"Reckless Attack","desc":"You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_relentless-rage","name":"Relentless Rage","desc":"Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_weapon-mastery-count","name":"Weapon Mastery","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_barbarian","features":[{"key":"srd_barbarian_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_brutal-critical","name":"Brutal Critical","desc":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"2 dice"},{"level":17,"detail":"3 dice"},{"level":9,"detail":"1 dice"}],"data_for_class_table":[]},{"key":"srd_barbarian_danger-sense","name":"Danger Sense","desc":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a greataxe or (*b*) any martial melee weapon\r\n* (*a*) two handaxes or (*b*) any simple weapon\r\n* An explorer’s pack and four javelins","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_barbarian_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_fast-movement","name":"Fast Movement","desc":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_feral-instinct","name":"Feral Instinct","desc":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_indomitable-might","name":"Indomitable Might","desc":"Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_persistent-rage","name":"Persistent Rage","desc":"Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_primal-champion","name":"Primal Champion","desc":"At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_primal-path","name":"Primal Path","desc":"At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_barbarian_rage","name":"Rage","desc":"In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\r\n* You have advantage on Strength checks and Strength saving throws.\r\n* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.\r\n* You have resistance to bludgeoning, piercing, and slashing damage. \r\n\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+4"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"}]},{"key":"srd_barbarian_rages","name":"Rages","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"2"},{"level":20,"column_value":"Unlimited"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_barbarian_reckless-attack","name":"Reckless Attack","desc":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_relentless-rage","name":"Relentless Rage","desc":"Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n\r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_barbarian","features":[{"key":"bfrd_barbarian_core-traits","name":"Core Barbarian Traits","desc":"|||\n|---|---|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a greataxe or (B) any martial melee weapon; (A) two handaxes or (B) any simple weapon; plus an explorer's pack and four javelins|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_barbarian_rage","name":"Rage","desc":"In battle, you fight with primal ferocity. On your turn, you can rage as a bonus action.\n\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\n- You have advantage on STR ability checks and saves.\n- When you make a melee weapon attack using STR, you gain a bonus to the damage roll, which increases as you gain levels as a barbarian (as shown in the Rage Damage column of the Barbarian Progression table). The damage type of this extra damage matches that of the weapon used to deal it.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nIf you can cast spells, you can't cast them or concentrate on them while raging.\n\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage from a hostile creature since the start of your last turn. You can also end your rage early with a bonus action on your turn.\n\nYou can rage a number of times equal to the number listed in the Barbarian Progression table. You regain all expended uses of Rage when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you aren't wearing any armor, your AC equals 13 + your CON modifier. (DEX doesn't factor into your AC for this class feature.) You can use a shield and still gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_danger-sense","name":"Danger Sense","desc":"You gain an uncanny sense of impending danger, giving you an edge when avoiding harm. You have advantage on DEX saves while you aren't blinded, deafened, or incapacitated.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_reckless-attack","name":"Reckless Attack","desc":"You can throw aside concern for defense in favor of ferocious attack. When you make an attack on your turn, you can decide to do it recklessly. Doing so gives you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_barbarian-subclass","name":"Barbarian Subclass","desc":"Choose a subclass that reflects the path you walk, either Berserker or Wild Fury (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_fast-movement","name":"Fast Movement","desc":"Your speed increases by 10 feet while you aren't wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"2/Attack Action"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_feral-instinct","name":"Feral Instinct","desc":"Your honed instincts give you advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, if you enter a rage before doing anything else on that turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_brutal-critical","name":"Brutal Critical","desc":"You score a critical hit on a d20 roll of 19 or 20 with melee weapons and unarmed strikes. You also roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\n\nThis extra damage increases to two additional dice at 13th level and three additional dice at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":"1 Die"},{"level":13,"detail":"2 Dice"},{"level":17,"detail":"3 Dice"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the barbarian's path grants you a powerful ability. Choose one of the following heroic boons:\n- **Instant Rage.** You can rage (no bonus action required) when you roll initiative and use your Fast Movement feature, if you have at least one use of Rage left to expend.\n- **Stubborn Rage.** Your rage ends only when its duration expires, you fall unconscious, or you choose to end it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_relentless-rage","name":"Relentless Rage","desc":"Your rage lets you shrug off even lethal wounds. While raging, if you are reduced to 0 hit points, you can make a DC 10 CON save. On a success, you don't fall unconscious until your current rage ends. You still make death saves and can be killed outright if you take damage from a single source equal to your hit point maximum. Even if you fail three death saves during your rage, you only die if you end your turn with 0 hit points.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_unyielding-might","name":"Unyielding Might","desc":"You have perfected the application of might and mettle. You gain the following benefits:\n- When you make an ability check or save using STR or CON, treat any d20 roll of 9 or lower as a 10.\n- Your melee weapon attacks deal additional damage, equal to your STR score, to objects and structures.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_epic-boon","name":"Epic Boon","desc":"Your commitment to the barbarian's path grants you a powerful new ability. You gain the following epic boon:\n- **Primal Champion.** You embody untamed power. Your STR and CON scores each increase by 4. Your maximum for those scores is now 24.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_barbarian_rages","name":"Rages","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":20,"column_value":"Unlimited"}]},{"key":"bfrd_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":20,"column_value":"+5"}]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_arcane-warrior","features":[{"key":"open5e_arcane-warrior_arcane-strike","name":"Arcane Strike","desc":"Starting at 10th level, foes you strike in combat become more susceptible to your magical offensives as well. Creatures suffer disadvantage on a saving throw against your spells if you have hit them with a weapon attack. This effect only lasts until the end of your next turn after hitting the creature, and only applies to the first saving throw they make against one of your spells during this time.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_arcane-warrior_battle-magic","name":"Battle Magic","desc":"At 7th level, you can use your bonus action to make a weapon attack on a turn that you use an action to cast a cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"open5e_arcane-warrior_bonded-weapon","name":"Bonded Weapon","desc":"Starting at 3rd level, you can create a magical bond between you and a particular weapon of your choice. This weapon becomes almost like a part of you, and unless you are incapacitated, no one can disarm it from you. If you are not holding the weapon, you can use a bonus action to summon it instantly into your hand via teleportation unless it is on another plane of existence.\n\nTo create the magical bond with your weapon, you must perform a ritual that takes 1 hour. During the ritual, the weapon you are attempting to bond with must always be at your side, but you can otherwise complete the ritual over the course of a short rest. You can perform the ritual multiple times, but you can only remain bonded to two particular weapons at any given time. Bonding with a third weapon will break the bond with one of your other weapons that you choose. Furthermore, you can only use your bonus action to summon one bonded weapon per turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_arcane-warrior_eldritch-charge","name":"Eldritch Charge","desc":"Starting at 15th level, your ferocious charges let you briefly plunge through the ethereal plane. When you use an Action Surge, in addition to gaining an additional action, you can teleport to any unoccupied space that you can see within 30 feet. This teleportation and your extra action can be used in either order.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"open5e_arcane-warrior_improved-battle-magic","name":"Improved Battle Magic","desc":"At 18th level, your ability to use spells in combat further improves. You can use your bonus action to make an attack after using your action to cast a spell of any level, not just cantrips.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"open5e_arcane-warrior_spellcasting","name":"Spellcasting","desc":"Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** Choose two cantrips from the wizard spell list to learn. 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 Arcane Warrior Spells table.\nFor example, if you are a 7th-level Arcane Warrior who knows the 1st-level spell _magic missile_, 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 _shatter_, 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 abjuration or evocation schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Arcane Warrior 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 evocation and abjuration 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 Arcane Warrior could learn a new spell of either 1st or 2nd-level, but it must be from either the abjuration or evocation schools. At 8th level, the Arcane Warrior 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 Arcane Warrior, 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 Arcane Warrior level is 7th or lower, you can only know one spell of 1st level or higher from a school other than abjuration or evocation. 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**Arcane Warrior Spells (table)**\n\n| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd           | 2              | 3            | 2   | -   | -   | -   |\n| 4th           | 2              | 4            | 3   | -   | -   | -   |\n| 5th           | 2              | 4            | 3   | -   | -   | -   |\n| 6th           | 2              | 4            | 3   | -   | -   | -   |\n| 7th           | 2              | 5            | 4   | 2   | -   | -   |\n| 8th           | 2              | 6            | 4   | 2   | -   | -   |\n| 9th           | 2              | 6            | 4   | 2   | -   | -   |\n| 10th          | 3              | 7            | 4   | 3   | -   | -   |\n| 11th          | 3              | 8            | 4   | 3   | -   | -   |\n| 12th          | 3              | 8            | 4   | 3   | -   | -   |\n| 13th          | 3              | 9            | 4   | 3   | 2   | -   |\n| 14th          | 3              | 10           | 4   | 3   | 2   | -   |\n| 15th          | 3              | 10           | 4   | 3   | 2   | -   |\n| 16th          | 3              | 11           | 4   | 3   | 3   | -   |\n| 17th          | 3              | 11           | 4   | 3   | 3   | -   |\n| 18th          | 3              | 11           | 4   | 3   | 3   | -   |\n| 19th          | 3              | 12           | 4   | 3   | 3   | 1   |\n| 20th          | 3              | 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":"Fighter","key":"srd_fighter"},"name":"Arcane Warrior","desc":"*Compare to the core book's Eldritch Knight*\n\nMost fighters train exhaustively with their preferred weapons to hone their power and reflexes. To some, this easily flows into the careful practice of magic as well. Unlike wizards, arcane warriors focus on a smaller number of spells that they commit to memory, particularly from the schools of magic that focus on protection and direct damage which are particularly useful in a combat setting. An arcane warrior can be a jack of all trades, solving problems with force or magic as the situation warrants. They can also aim to master a few strategies that use their martial and mental aptitude in equal measure.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_animal-lords","features":[{"key":"toh_animal-lords_animalistic-insight","name":"Animalistic Insight","desc":"At 1st level, your patron bestows upon you the ability to discern your foe's flaws to aid in its downfall. You can use an action to analyze one creature you can see within 30 feet of you and impart this information to your companions. You and a number of creatures within 30 feet of you equal to your proficiency bonus each gain one of the following benefits (your choice). This benefit lasts for 1 minute or until the analyzed creature dies. \n* You gain a +1 bonus to attack rolls against the analyzed creature. \n* You gain a +1 bonus to the damage roll when you hit the analyzed creature with an attack. \n* You have advantage on saving throws against the spells and effects of the analyzed creature. \n* When the analyzed creature attacks you, you gain a +1 bonus to Armor Class.\nOnce you use this feature, you can't use it again until you finish a short or long rest. When you reach 10th level in this class, each +1 bonus increases to +2.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_animal-lords_call-the-legions","name":"Call the Legions","desc":"At 14th level, you can summon a horde of beasts to come to your aid. As an action, you call upon your animal lord, and several beasts of your patron's type appear in unoccupied spaces that you can see within 60 feet of you. This works like a 7th-level *conjure* animals spell, except you don't need to maintain concentration. 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_animal-lords_expanded-spell-list","name":"Expanded Spell List","desc":"Animal Lords let you choose from an expanded list of spells when you learn a warlock spell. The Animal Lord Expanded Spells table shows the animal lord spells that are added to the warlock spell list for you, along with the spells associated with your patron's affinity: air, earth, or water.\n\n**Animal Lords Expanded Spells (table)**\n| Spell Level | Animal Lord Spells    | Air Spells       | Earth Spells         | Water Spells      | \n|-------------|-----------------------|------------------|----------------------|-------------------| \n| 1st         | *Speak with Animals*  | *thunderwave*    | *longstrider*        | *fog cloud*       | \n| 2nd         | *mark prey*           | *gust of wind*   | *pass without trace* | *misty step*      | \n| 3rd         | *conjure animals*     | *fly*            | *phantom seed*       | *water breathing* | \n| 4th         | *polymorph*           | *storm of wings* | *sudden stampede*    | *control water*   | \n| 5th         | *commune with nature* | *insect plague*  | *hold monster*       | *cloudkill*       |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_animal-lords_natural-blessing","name":"Natural Blessing","desc":"Starting at 1st level, you learn the *druidcraft* cantrip, and you gain proficiency in the Animal Handling skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_animal-lords_patron-companion","name":"Patron Companion","desc":"At 6th level, your patron sends you a beast companion that accompanies you on your adventures and is trained to fight alongside you. The companion acts as the animal lord's eyes and ears, allowing your patron to watch over you, and, at times, advise, warn, or otherwise communicate with you.\n  Choose a beast that relates to your patron (as shown in the Beast Type column in the Animal Lords table) that has a challenge rating of 1/4 or lower. If you have the Pact of the Chain Pact Boon, this beast becomes your familiar.\n  Your patron companion is friendly to you and your companions, and you can speak with it as if you shared a language. It obeys your commands and, in combat, it shares your initiative and takes its turn immediately after yours. Your patron companion 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 a 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 companion can take any action of its choice, not just Dodge.\n  If your companion dies, your patron sends a new one to you after 24 hours. If your patron companions die too often, your patron might be reluctant to send a new one or might reprimand you in other ways.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_animal-lords_primal-mastery","name":"Primal Mastery","desc":"At 10th level, you can use your bond to your patron to tap into the innate connection between all animals. At the end of each short or long rest, choose one of the following benefits. The benefit lasts until you finish a short or long rest. \n* **Cat Eyes.** You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. \n* **Chameleonic.** You have advantage on Dexterity (Stealth) checks. \n* **Fangs.** You grow fangs. The fangs are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your fangs, you can use Charisma instead of Strength for the attack, and your fangs deal piercing damage equal to 1d6 + your Charisma modifier, instead of the bludgeoning damage normal for an unarmed strike. \n* **Hold Breath.** You can hold your breath for 10 minutes. \n* **Keen Senses.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. \n* **Leap.** Your jump distance is doubled. \n* **Spry.** You have advantage on Dexterity (Acrobatics) checks. \n* **Swift.** Your speed increases by 10 feet. \n* **Thick Hide.** You gain a +1 bonus to your Armor Class. \n* **Webbed Limbs.** You have a swimming speed of 20 feet.","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":"Warlock","key":"srd_warlock"},"name":"Animal Lords","desc":"While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in the fey courts and the Upper Planes. These timeless entities are connected to every animal of the kind they represent, and their primary concerns are for the well-being of these animals and the natural world as a whole.\n  Your patron is one such animal lord. Animal lords are varied in their motivations and often come into conflict with each other. They each command legions of animal followers and gather information from all of them. Unlike many other patrons, animal lords often have close relationships with those they bind with pacts, some to control, others to guide and advise. You are your animal lord's hand in the affairs of humanoids, and your allies are as numerous as the spiders in the corner or the birds in the sky.\n  You choose a specific animal lord to be your patron using the Animal Lord table. Each type of animal in the world can potentially have an animal lord. If you want to follow a specific type of animal lord, work with your GM to determine the animal lord's affinity and beast type and where that animal lord fits in the world. For a deeper dive on specific animal lords and for their game statistics, see *Creature Codex* and *Tome of Beasts 2*. These books aren't required to choose an animal lord as your patron or to play this class option.\n\n**Animal Lords (table)**\n\n| Animal Lord        | Affinity | Beast Type              |\r\n|--------------------|----------|-------------------------|\r\n| Bat King           | Air      | Bats                    |\r\n| Brother Ox         | Earth    | Hooved mammals          |\r\n| Lord of Vultures   | Air      | Vultures, birds of prey |\r\n| Mouse King         | Earth    | Rodents                 |\r\n| Queen of Birds     | Air      | Birds                   |\r\n| Queen of Cats      | Earth    | Felines                 |\r\n| Queen of Serpents  | Earth    | Reptiles                |\r\n| Queen of Scorpions | Earth    | Arachnids               |\r\n| Toad King          | Water    | Amphibians              |","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_ancient-dragons","features":[{"key":"toh_ancient-dragons_ascended-blessing","name":"Ascended Blessing","desc":"At 10th level, your connection to your draconic patron or patrons grows stronger, granting you more powerful blessings. When you finish a long rest, you choose which ascended blessing to accept. While you have an ascended blessing, you receive the benefits of its associated wyrmling blessing in addition to any new features of the ascended blessing. You can have only one blessing active at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Command.*** While this blessing is active, you receive all the benefits of the Aquatic Affinity wyrmling blessing. You can cast the *control water* and *dominate beast* spells without expending spell slots. When you cast the *dominate beast* spell, you can target only beasts that can breathe water. You can cast each spell once in this way and regain the ability to do so when you finish a long rest.\n\n***Crystallized Hunger.*** While this blessing is active, you receive all the benefits of the Draconic Hunger wyrmling blessing. When you kill a creature, you can crystallize a portion of its essence to create an essence gem. This gem functions as an *ioun stone of protection*, but it works only for you and has no value. As a bonus action, you can destroy the gem to regain one expended spell slot. You can have only one essence gem at a time. If you create a new essence gem while you already have an essence gem, the previous gem crumbles to dust and is destroyed. Once you create an essence gem, you can't do so again until you finish a long rest.\n\n***Draconic Senses.*** While this blessing is active, you receive all the benefits of the Draconic Sight wyrmling blessing. You have blindsight out to a range of 15 feet, and you have advantage on Wisdom (Perception) checks.\n\n***Elemental Expertise.*** While this blessing is active, you receive all the benefits of the Elemental Versatility wyrmling blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_ancient-dragons_draconic-manifestation","name":"Draconic Manifestation","desc":"At 14th level, you can assume the form of a dragon. As an action, you can transform into a dragon with a challenge rating as high as your warlock level divided by 3, rounded down, for 1 minute. This transformation works like the *polymorph* spell, except you can take only the form of a dragon, and you don't need to maintain concentration to maintain the transformation. While you are in the form of a dragon, you retain your Intelligence, Wisdom, and Charisma scores. For the purpose of this feature, “dragon” refers to any creature with the dragon type, including dragon turtles, drakes, and wyverns. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_ancient-dragons_draconic-mien","name":"Draconic Mien","desc":"At 6th level, you begin to take on draconic aspects. When you finish a long rest, choose one of the following types of damage: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type. This resistance lasts until you finish a long rest.\n  In addition, as an action, you can harness a portion of your patrons' mighty presence, causing a spectral version of your dragon patron's visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can't use it again until you finish a short or a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_ancient-dragons_dragon-tongue","name":"Dragon Tongue","desc":"Starting at 1st level, you can speak, read, and write Draconic.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_ancient-dragons_expanded-spell-list","name":"Expanded Spell List","desc":"The Great Dragons 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**Ancient Dragons Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *inflict wounds*, *magic missile*   | \n| 2nd           | *heat metal*, *scorching ray*       | \n| 3rd           | *dispel magic*, *lightning bolt*    | \n| 4th           | *greater invisibility*, *ice storm* | \n| 5th           | *cloudkill*, *flame strike*         |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_ancient-dragons_wyrmling-blessing","name":"Wyrmling Blessing","desc":"Also starting at 1st level, your connection to your draconic patron or patrons bestows a blessing upon you. When you finish a long rest, you choose which blessing to accept. You can have only one blessing at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Affinity.*** You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, you can communicate with beasts that can breathe water as if you had cast the *speak with animals* spell.\n\n***Draconic Hunger.*** When you are below half your hit point maximum and you reduce a hostile creature to 0 hit points, you regain hit points equal to twice your proficiency bonus. This feature can restore you to no more than half of your hit point maximum.\n\n***Draconic Sight.*** You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early.\n  A creature that can see the sensor, such as a creature benefiting from *see invisibility* or truesight, sees a luminous, intangible dragon's eye about the size of your fist.\n\n***Elemental Versatility.*** Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can't change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell's damage to be of the chosen type instead of its normal damage type.","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":"Warlock","key":"srd_warlock"},"name":"Ancient Dragons","desc":"You have made a pact with one or more ancient dragons or a dragon god. You wield a measure of their control over the elements and have insight into their deep mysteries. As your power and connection to your patron or patrons grows, you take on more draconic features, even sprouting scales and wings.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_abjurationist","features":[{"key":"open5e_abjurationist_aegis-extension","name":"Aegis Extension","desc":"You may use your Reaction to have your Arcane Aegis take the damage dealt to a creature up to 30 feet from you that you can see. If the damage sustained exceeds the current Hit Points of the aegis, the creature takes any further damage once the aegis reaches 0 hit points.  If the creature has Vulnerabilities or Resistances to the type of damage being taken, apply these when calculating the damage taken by the aegis.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_abjurationist_anti-magician","name":"Anti-Magician","desc":"You always have the spells *Dispel Magic* and *Counterspell* prepared. When you use a spell slot to cast one of these spells, if you fail to stop an opposing spell, then you do not expend the spell slot.\n\nYou can also cast *Dispel Magic* as a Bonus Action, adding your Proficiency Bonus to the spell’s ability check.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_abjurationist_arcane-aegis","name":"Arcane Aegis","desc":"You can use the power of your school’s spells to ward yourself against damage. When you cast an Abjuration spell of at least 1st level, you may siphon a portion of the spell’s magic to create an Arcane Aegis. The aegis lasts until the next time you finish a Long Rest and takes damage that would be directed at you. The aegis has a Hit Point maximum of two times your Wizard level + your Intelligence modifier; if the damage sustained exceeds the current Hit Points of the aegis, then you suffer any further damage once the aegis reaches 0 Hit Points, but the aegis still exists. If you have Vulnerabilities or Resistances to the type of damage being taken, apply these when calculating the damage taken by the aegis.\n\nAny time you use a spell slot to cast another Abjuration spell of at least 1st level, the aegis regains Hit Points equal to the spell’s level times two, up to its Hit Point maximum. You may also use a Bonus Action to expend a spell slot and your aegis regains Hit Points equal to twice the level of the slot, up to its Hit Point maximum.\n\nOnce it has been created, you cannot create a new aegis until after you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_abjurationist_expert-abjurer","name":"Expert Abjurer","desc":"When you choose this subclass at 3rd level, add two Abjuration spells from the Wizard spell list to your spellbook for free. Both spells must be level 2 or lower.\n\nAt every level thereafter in this class when you gain a new level of spell slots, you may add one more Abjuration spell from the Wizard spell list to your spellbook for free. You may not choose a spell of a level for which you do not have spell slots.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_abjurationist_resistance-to-magic","name":"Resistance to Magic","desc":"You have Resistance to all damage from spells and you gain Advantage on any saving throw to resist a spell’s effects.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd-2024_wizard"},"name":"Abjurationist","desc":"*Defend Allies and Disable Enemy Magic. Compare to the core book’s Abjurer.*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. Known as Abjurationists, these wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an Abjurationist will be at the ready to proclaim: \"But this rough magic I here abjure!\"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}}]}