{"count":182,"next":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=desc&page=3","previous":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=desc","results":[{"key":"bfrd_fighter","features":[{"key":"bfrd_fighter_core-traits","name":"Core Fighter Traits","desc":"|||\n|---|---|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) chain mail or (B) leather armor, longbow, and 20 arrows; (A) a martial weapon and a shield or (B) two martial weapons; (A) a light crossbow and 20 bolts or (B) two handaxes; (A) a dungeoneer's pack or (B) an explorer's pack|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_fighter_last-stand","name":"Last Stand","desc":"When you take damage that would reduce your hit points to less than half your hit point maximum (rounded down), you can use your reaction to spend hit dice, up to a number equal to your PB. Immediately roll those hit dice. You regain hit points equal to the sum of all dice rolled + your CON modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter_martial-action","name":"Martial Action","desc":"Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Aim\n\n*Requires Wielding a Ranged or Thrown Weapon*\n\nAs a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Quick Strike\n\n*Requires Wielding Two Light Weapons*\n\nAfter you take the Attack action on your turn and attack with a Light melee weapon that you're holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you're holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don't add your ability modifier to the damage of these additional attacks unless the modifier is negative.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Melee Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter_action-surge","name":"Action Surge","desc":"When the need is great, you push your body to its absolute limit. On your turn, you can activate this feature to gain another action—in addition to the action and possible bonus action you regularly get on your turn.\n\nOnce you use this feature, you must complete a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest but only once on the same turn. At 18th level, you can use it three times before a rest but only once on the same turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null},{"level":13,"detail":"2/Rest"},{"level":18,"detail":"3/Rest"}],"data_for_class_table":[]},{"key":"bfrd_fighter_fighter-subclass","name":"Fighter Subclass","desc":"Choose a subclass that reflects your role in battle, either Spell Blade or Weapon Master (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_fighter_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":6,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":14,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.\n\nStarting at 9th level, you can make three attacks when you take the Attack action. At 17th level, you can make four.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"2/Attack Action"},{"level":9,"detail":"3/Attack Action"},{"level":17,"detail":"4/Attack Action"}],"data_for_class_table":[]},{"key":"bfrd_fighter_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the fighter's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Defiant.** When you fail a save, you can instead choose to succeed on the save. You can use this feature once and regain the use of it when you finish a long rest. You can use it twice before a long rest at 13th level, and three times at 17th.\n- **Unstoppable.** When you start your turn, you can choose to end one of the following conditions affecting you: blinded, charmed, frightened, incapacitated, paralyzed, or stunned. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter_epic-boon","name":"Epic Boon","desc":"Your commitment to the fighter's path grants you a powerful new ability. You gain the following epic boon:\n- **Turn the Tide.** Once on each of your turns, when you hit a creature or object with a weapon attack on your turn, you can cause the attack to deal additional damage (of the same damage type as the weapon) equal to your STR or DEX score (your choice). The attack's damage ignores resistance and immunity, and it can't be reduced or avoided by any means.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Fighter level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per fighter level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Fighter","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_monk","features":[{"key":"bfrd_monk_core-traits","name":"Core Monk Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Monk level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 2: Acrobatics, Athletics, History, Insight, Religion, Stealth|\n|Weapon Proficiencies|Simple weapons, shortswords|\n|Tool Proficiencies|One of your choice|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) any simple weapon; (A) a dungeoneer's pack or (B) an explorer's pack; (A) 10 darts or (B) a sling|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_monk_martial-arts","name":"Martial Arts","desc":"You have mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the Two-handed or Heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:\n- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk Progression table.\n- You can use DEX instead of STR for attack and damage rolls of your unarmed strikes and monk weapons.\n- When you are hit by a ranged weapon attack, you can use your reaction to reduce the damage you take from the attack by 1d10 + your DEX modifier + your monk level. If you reduce the damage to 0, you can catch the missile or thrown weapon if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, with a normal range of 20 feet and a long range of 60 feet.\n- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_unarmored-defense","name":"Unarmored Defense","desc":"While you are wearing no armor and not wielding a shield, your AC equals 10 + your DEX modifier + your WIS modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_techniques","name":"Techniques","desc":"Your training gives you access to special techniques that allow you to amplify and manipulate the energy within yourself and the environment. Your ability to use this energy is represented by technique points. Your monk level determines the number of points you have, as shown in the Technique Points column of the **Monk Progression** table.\n\nYou can spend these points to fuel various techniques. You start knowing three techniques: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more technique features as you gain levels in this class.\n\nYou recover expended technique points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your technique points.\n\nSome of your techniques require your target to make a save to resist the technique's effects. The save DC is calculated as follows:\n\n**Technique save DC** = 8 + your proficiency bonus (PB) + your WIS modifier\n\n## Flurry of Blows\n\nImmediately after you use an action on your turn, you can spend 1 technique point to make two unarmed strikes or make one attack with a monk weapon as a bonus action.\n\n## Patient Defense\n\nYou can spend 1 technique point to take the Dodge action as a bonus action on your turn.\n\n## Step of the Wind\n\nYou can spend 1 technique point to take the Disengage or Dash action as a bonus action on your turn. When you do so, your jump distance is doubled until the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_unarmored-movement","name":"Unarmored Movement","desc":"Your speed increases by 10 feet while you aren't wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk Progression table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_monk-subclass","name":"Monk Subclass","desc":"Choose a subclass that reflects your method for connecting with the energies of the universe, either Flickering Dark or Open Hand (detailed at the end of this class). Your subclass grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_monk_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"2/Attack Action"}],"data_for_class_table":[]},{"key":"bfrd_monk_stunning-strike","name":"Stunning Strike","desc":"You can interfere with the flow of energy in an opponent's body. Once per turn, when you successfully hit another creature with an unarmed strike or monk weapon, you can spend 1 technique point to attempt to stun your foe. When you do so, the target takes damage from your attack as normal and then it must succeed on a CON save or be stunned until the end of your next turn. Each time a stunned target takes damage, it can repeat the save, ending the stunned effect on a success.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_empowered-strikes","name":"Empowered Strikes","desc":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_evasion","name":"Evasion","desc":"You can dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_perfect-motion","name":"Perfect Motion","desc":"While you aren't wearing armor or wielding a shield, you gain the following benefits:\n- When you fall, you can use your reaction to reduce any falling damage you would take by an amount equal to 5 × your monk level.\n- You can move along vertical surfaces and across liquids on your turn without falling during the move. If you end your movement or if your movement is interrupted while you are standing on a vertical surface or on liquid, you fall as normal.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the monk's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Purity of Body.** Your mastery of the energy flowing through your body makes you immune to disease, poison damage, and the poisoned condition. In addition, when you are reduced to 0 HP but not killed outright, you can instantly reset your hit point total to your current number of technique points. You can't recover hit points in this way again until you finish a long rest.\n- **Purity of Mind.** The clearness of your mind gives you advantage on Wisdom saves. As a bonus action, you can end one effect on yourself that is causing you to be charmed or frightened.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_astral-teachings","name":"Astral Teachings","desc":"As an action, you can expend 2 technique points to become proficient in one language, skill, tool, or weapon of your choice until you are incapacitated or use this feature again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_diamond-soul","name":"Diamond Soul","desc":"Your mastery of energy grants you proficiency in all saves. In addition, when you make a save and fail, you can spend 1 technique point to reroll it. You must take the second result.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_timeless-self","name":"Timeless Self","desc":"Your spirit sustains you, body and mind. You gain the following benefits:\n- You can't be magically aged and suffer none of the frailty of old age. You can still die of old age, however.\n- You no longer need food or water.\n- Your ability scores and hit point maximum can't be lowered or reduced by any means short of a wish spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_empty-body","name":"Empty Body","desc":"You can use your action to spend 4 technique points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. In addition, you can spend 8 technique points to cast the astral projection spell as an action (ignoring the standard casting time), without needing material components. When you do so, you can't take any other creatures with you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_epic-boon","name":"Epic Boon","desc":"Your commitment to the monk's path grants you a powerful new ability. You gain the following epic boon:\n- **Boundless Technique.** When you roll for initiative, you regain up to 4 expended technique points. If you start your turn with no technique points remaining, you regain 2 technique points.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_monk_martial-arts-die","name":"Martial Arts","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1d4"},{"level":2,"column_value":"1d4"},{"level":3,"column_value":"1d4"},{"level":4,"column_value":"1d4"},{"level":5,"column_value":"1d6"},{"level":6,"column_value":"1d6"},{"level":7,"column_value":"1d6"},{"level":8,"column_value":"1d6"},{"level":9,"column_value":"1d6"},{"level":10,"column_value":"1d6"},{"level":11,"column_value":"1d8"},{"level":12,"column_value":"1d8"},{"level":13,"column_value":"1d8"},{"level":14,"column_value":"1d8"},{"level":15,"column_value":"1d8"},{"level":16,"column_value":"1d8"},{"level":17,"column_value":"1d10"},{"level":18,"column_value":"1d10"},{"level":19,"column_value":"1d10"},{"level":20,"column_value":"1d10"}]},{"key":"bfrd_monk_technique-points","name":"Technique Points","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"3"},{"level":3,"column_value":"5"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"9"},{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"14"},{"level":15,"column_value":"15"},{"level":16,"column_value":"16"},{"level":17,"column_value":"17"},{"level":18,"column_value":"18"},{"level":19,"column_value":"19"},{"level":20,"column_value":"20"}]},{"key":"bfrd_monk_unarmored-movement-bonus","name":"Unarmored Movement","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"+10 ft"},{"level":3,"column_value":"+10 ft"},{"level":4,"column_value":"+10 ft"},{"level":5,"column_value":"+10 ft"},{"level":6,"column_value":"+15 ft"},{"level":7,"column_value":"+15 ft"},{"level":8,"column_value":"+15 ft"},{"level":9,"column_value":"+15 ft"},{"level":10,"column_value":"+20 ft"},{"level":11,"column_value":"+20 ft"},{"level":12,"column_value":"+20 ft"},{"level":13,"column_value":"+20 ft"},{"level":14,"column_value":"+25 ft"},{"level":15,"column_value":"+25 ft"},{"level":16,"column_value":"+25 ft"},{"level":17,"column_value":"+25 ft"},{"level":18,"column_value":"+30 ft"},{"level":19,"column_value":"+30 ft"},{"level":20,"column_value":"+30 ft"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Monk level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per monk level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Monk","desc":"","hit_dice":"D8","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_paladin","features":[{"key":"bfrd_paladin_core-traits","name":"Core Paladin Traits","desc":"|||\n|---|---|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) a martial weapon and a shield or (B) two martial weapons; (A) five javelins or (B) any simple melee weapon; (A) a priest's pack or (B) an explorer's pack; plus Chain mail and a holy symbol|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_paladin_divine-sense","name":"Divine Sense","desc":"During your turn, you can open your awareness to detect the presence of supernatural forces (no action required). For 1 minute, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that isn't behind total cover. You know the creature type of any being whose presence you sense, but you don't know which specific creature it is. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated with the hallow spell.\n\nYou can use this feature a number of times equal to your PB + 1. When you finish a long rest, you regain all uses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_lay-on-hands","name":"Lay on Hands","desc":"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 × your paladin level.\n\nAs an action, you can touch a willing creature and draw from the pool to restore a number of hit points to that creature up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.\n\nAs a bonus action, you can use this feature to affect yourself instead of a different creature. This feature has no effect on Constructs or Undead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_spellcasting","name":"Spellcasting","desc":"At 2nd level, you enhance your martial prowess with the ability to cast Divine spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Paladin Progression table shows how many spells you know and how many Divine spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bless and have a 1st-circle and a 2nd-circle spell slot available, you can cast bless using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Divine spell list to learn.\n\nThe Spells Known column of the Paladin Progression table shows when you learn additional Divine spells. Each spell you choose must be from a circle for which you have Divine spell slots. For instance, when you reach 5th level as a paladin, you can learn one new Divine spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of paladin, you can choose one Divine spell you know and replace it with another spell of your choice from the Divine spell list. The replacement spell must be of a circle for which you have Divine spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_divine-smite","name":"Divine Smite","desc":"Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon's normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_martial-action","name":"Martial Action","desc":"Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Guard\n\n*Requires Wielding a Shield*\n\nAs a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.\n\n## Wind Up\n\n*Requires Wielding a Heavy or a Versatile Weapon with Both Hands*\n\nAs a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_paladin-subclass","name":"Paladin Subclass","desc":"Choose a subclass that reflects the oath you swear to uphold, either Devotion or Justice (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Oath Spells.** Each paladin subclass has a list of oath spells that you can access as soon as you can cast spells of that circle (as shown in the Paladin Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting an oath spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you. You can't replace oath spells when you gain a level of paladin.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_paladin_channel-divinity","name":"Channel Divinity","desc":"Each paladin subclass gives you one or more ways to channel divine energy into magical effects, and each subclass explains how they work.\n\nWhen you use your Channel Divinity feature, choose which effect you want. Some of these effects require a save, and in those cases, the DC is equal to your spell save DC.\n\nBeginning at 13th level, you can use your Channel Divinity feature twice between rests, then three times at 18th level. When you finish a short or long rest, you regain any expended uses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":13,"detail":"2/Rest"},{"level":18,"detail":"3/Rest"}],"data_for_class_table":[]},{"key":"bfrd_paladin_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_aura-of-protection","name":"Aura of Protection","desc":"When you or a friendly creature within 10 feet of you makes a save, the creature gains a bonus to the save equal to your CHA modifier (minimum bonus of +1). You must be conscious to grant this bonus. A creature can only receive the benefits of one Aura of Protection feature at a time (that is, auras from multiple paladins don't stack).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_aura-of-courage","name":"Aura of Courage","desc":"You and friendly creatures within 10 feet of you can't be frightened while you are conscious.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the paladin's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Divine Recovery.** When you heal a creature with your Lay on Hands feature, the target can expend one of their hit dice, roll the die, and add their CON modifier to it. The target regains that many hit points, in addition to any healing received from Lay on Hands.\n- **Radiant Strikes.** Your every strike is divinely empowered. When you hit a creature with a weapon, the attack deals an extra 1d8 radiant damage. Fiends and Undead instead take 2d8 radiant damage. This extra damage stacks with any damage from your Divine Smite feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_cleansing-touch","name":"Cleansing Touch","desc":"You can use your action to end one spell on yourself or on one willing creature you touch.\n\nYou can use this feature a number of times equal to your CHA modifier (minimum of one). You regain expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_aura-improvements","name":"Aura Improvements","desc":"The range of your Aura of Protection and Aura of Courage features (and any auras granted by your paladin subclass) increases to 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_epic-boon","name":"Epic Boon","desc":"Your commitment to the paladin's path grants you a powerful new ability. You gain the following epic boon:\n- **Aura of Salvation.** As an action, you can exude a calming reassurance for 1 hour. While the aura is active, you and friendly creatures within 30 feet of you have resistance to nonmagical damage and automatically succeed on death saving throws. A creature with at least 1 HP that starts its turn in the aura regains hit points equal to your CHA modifier. This effect ends early if you are incapacitated or die. Once used, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_paladin_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"},{"level":10,"column_value":"6"},{"level":11,"column_value":"7"},{"level":12,"column_value":"7"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"10"},{"level":18,"column_value":"10"},{"level":19,"column_value":"11"},{"level":20,"column_value":"11"}]},{"key":"bfrd_paladin_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_paladin_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_paladin_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"2"},{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_paladin_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_paladin_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Paladin level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per paladin level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Paladin","desc":"","hit_dice":"D10","caster_type":"HALF","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_ranger","features":[{"key":"bfrd_ranger_core-traits","name":"Core Ranger Traits","desc":"|||\n|---|---|\n|Hit Point Die|D10 per Ranger level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Choose herbalist tools, navigator tools, or trapper tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) scale mail or (B) leather armor; (A) two shortswords or (B) two simple weapons; (A) a dungeoneer's pack or (B) an explorer's pack; plus a longbow and quiver of 20 arrows|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_ranger_explorer","name":"Explorer","desc":"Your ability to deal with environmental challenges is unmatched. You gain the following benefits:\n- You gain either a climbing speed or swimming speed equal to your base movement speed.\n- You have advantage on checks to track a creature.\n- Your speed isn't halved when you move through nonmagical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_mystic-mark","name":"Mystic Mark","desc":"When you hit a creature with an attack roll, you can mystically mark it as your favored quarry. The creature remains marked for 1 minute, until you use this feature to mark a different creature, or until you become incapacitated.\n\nWhile a creature is marked (including for the attack that triggered the mark), you deal an extra 1d4 damage to it (of the same damage type as the weapon) each time you successfully hit it with a weapon attack.\n\nYou can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest.\n\nThis extra damage increases as you gain ranger levels, becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":6,"detail":"d6"},{"level":13,"detail":"d8"},{"level":17,"detail":"d10"}],"data_for_class_table":[]},{"key":"bfrd_ranger_martial-action","name":"Martial Action","desc":"Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature.\n\nChoose one of the following martial actions that you know.\n\n## Aim\n\n*Requires Wielding a Ranged or Thrown Weapon*\n\nAs a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.\n\n## Quick Strike\n\n*Requires Wielding Two Light Weapons*\n\nAfter you take the Attack action on your turn and attack with a Light melee weapon that you're holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you're holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don't add your ability modifier to the damage of these additional attacks unless the modifier is negative.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_spellcasting","name":"Spellcasting","desc":"At 2nd level, you enhance your martial prowess with the ability to cast Primordial spells.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Ranger Progression table shows how many spells you know and how many Primordial spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell animal friendship and have a 1st-circle and a 2nd-circle spell slot available, you can cast animal friendship using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Primordial spell list that you know.\n\nThe Spells Known column of the Ranger Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 5th level as a ranger, you can learn one new Primordial spell from the 1st or 2nd circle.\n\nIn addition, when you gain a level of ranger, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your Primordial spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_ranger-subclass","name":"Ranger Subclass","desc":"Choose a subclass that reflects your connection to the natural world, either Hunter or Pack Master (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Calling Spells.** Each ranger subclass has a list of calling spells that you can access as soon as you can cast spells of that circle (as shown in the Ranger Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting a calling spell still expends a Primordial spell slot as normal.\n\nIf one of these spells isn't on the Primordial spell list, it still counts as a Primordial spell for you. You can't replace calling spells when you gain a level of ranger.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_ranger_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from either the martial or the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"2/Attack Action"}],"data_for_class_table":[]},{"key":"bfrd_ranger_empowered-mark","name":"Empowered Mark","desc":"Your instincts have sharpened, granting you supernatural awareness of your quarry. While a creature marked by your Mystic Mark feature is within 60 feet of you, you know its exact location, and it can't gain advantage on attacks against you as a result of being invisible or otherwise unseen. In addition, when you attack a marked creature within 60 feet of you, an inability to see it doesn't impose disadvantage on your attack rolls against it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_stalkers-step","name":"Stalker's Step","desc":"While you are in dim light, darkness, or are lightly obscured or heavily obscured by foliage, mist, or some other natural phenomenon, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. This invisibility ends early if you attack or cast a spell.\n\nYou can use this feature a number of times equal to your PB and regain all uses when you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the ranger's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Path of the Predator.** When you roll initiative, you can expend a use of Mystic Mark to automatically mark one creature you can see, no attack required. In addition, if a marked creature is reduced to 0 HP, you can use your reaction to transfer the mark to a different creature you can see within 60 feet of the original target.\n- **Path of the Sage.** You learn two cantrips of your choice from the Primordial spell list. You also learn two ritual spells of your choice from the Primordial spell list. Both ritual spells must be from circles you have spell slots for, as shown on the Ranger Progression table. Ritual spells learned this way don't count against your total number of spells known. WIS is your spellcasting ability for cantrips and ritual spells learned in this way. When you gain a level of ranger, you can replace one of these cantrips and one of these rituals with another cantrip or ritual spell from the Primordial spell list, as long as the replacement ritual spell is still of a circle you have spell slots for.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_keensense","name":"Keensense","desc":"You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_strider","name":"Strider","desc":"Your movement never provokes opportunity attacks, and you have advantage on any check made to resist an effect that would cause you to become grappled, restrained, or paralyzed or that would otherwise reduce your movement speed to 0 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_epic-boon","name":"Epic Boon","desc":"Your commitment to the ranger's path grants you a powerful new ability. You gain the following epic boon:\n- **Foe Slayer.** You can add your WIS modifier to either the attack roll or the damage roll of each attack you make against a creature marked by your Mystic Mark on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_ranger_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"},{"level":10,"column_value":"6"},{"level":11,"column_value":"7"},{"level":12,"column_value":"7"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"10"},{"level":18,"column_value":"10"},{"level":19,"column_value":"11"},{"level":20,"column_value":"11"}]},{"key":"bfrd_ranger_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_ranger_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_ranger_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"2"},{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_ranger_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_ranger_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Ranger level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per ranger level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Ranger","desc":"","hit_dice":"D10","caster_type":"HALF","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_rogue","features":[{"key":"bfrd_rogue_core-traits","name":"Core Rogue Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Rogue level|\n|Saving Throw Proficiencies|Dexterity and Intelligence|\n|Skill Proficiencies|Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|Thieves' tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) a shortsword; (A) a shortbow and quiver of 20 arrows or (B) a shortsword; (A) a burglar's pack, (B) a dungeoneer's pack, or (C) an explorer's pack; plus Leather armor, two daggers, and a set of thieves' tools|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_rogue_expertise","name":"Expertise","desc":"Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"2"},{"level":6,"detail":"4"}],"data_for_class_table":[]},{"key":"bfrd_rogue_sneak-attack","name":"Sneak Attack","desc":"You know how to strike subtly and exploit a foe's distraction. Once on your turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The weapon you use must have the Finesse property or be a ranged weapon.\n\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\n\nThe amount of your extra damage you deal increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Progression table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_thieves-cant","name":"Thieves' Cant","desc":"During your rogue training, you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature who knows Thieves' Cant understands such messages. It takes four times longer to convey a message in Thieves' Cant than it does to speak the same idea plainly.\n\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether people in an area are easy marks or will provide a safe house for thieves on the run.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_cunning-action","name":"Cunning Action","desc":"Your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dash, Disengage, or Hide action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_rogue-subclass","name":"Rogue Subclass","desc":"Choose a subclass that represents your specialized set of skills, either Enforcer or Thief (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_rogue_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_uncanny-dodge","name":"Uncanny Dodge","desc":"When an attacker that you can see hits you with an attack, you can use your reaction to reduce the attack's damage against you by half.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_evasion","name":"Evasion","desc":"You can dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_reliable-talent","name":"Reliable Talent","desc":"You have refined your chosen skills until they approach perfection. When you make an ability check with a skill, tool, or vehicle that you have proficiency with, treat a d20 roll of 9 or lower as if you rolled a 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the rogue's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Escape Artist.** When you are subjected to an effect that allows you to make any kind of save (including DEX saves) to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.\n- **Jack of All Trades.** When you gain a new talent, you can choose it from any talent list. Immediately gain one talent of your choice (that you meet the prerequisites for) when you gain this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_precise-critical","name":"Precise Critical","desc":"You score a critical hit on a d20 roll of 19 or 20 with ranged weapons and weapons with the Finesse property. In addition, you can roll one additional weapon damage die (not an additional Sneak Attack die) when determining the extra damage for a critical hit with a ranged weapon attack or attack made with a Finesse weapon.\n\nThis extra damage increases to two additional dice at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"1 Die"},{"level":17,"detail":"2 Dice"}],"data_for_class_table":[]},{"key":"bfrd_rogue_keensense","name":"Keensense","desc":"You have keensense to a range of 10 feet. Your keensense ceases to function while you are deafened or otherwise deprived of hearing.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_elusive","name":"Elusive","desc":"You are so evasive that attackers rarely gain the upper hand against you. While you aren't incapacitated, attack rolls can't have advantage against you, regardless of the source of advantage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_epic-boon","name":"Epic Boon","desc":"Your commitment to the rogue's path grants you a powerful new ability. You gain the following epic boon:\n- **Stroke of Luck.** You have got it when it counts. If your attack misses a target within normal range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_rogue_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_rogue_sneak-attack-die","name":"Sneak Attack","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1d6"},{"level":2,"column_value":"1d6"},{"level":3,"column_value":"2d6"},{"level":4,"column_value":"2d6"},{"level":5,"column_value":"3d6"},{"level":6,"column_value":"3d6"},{"level":7,"column_value":"4d6"},{"level":8,"column_value":"4d6"},{"level":9,"column_value":"5d6"},{"level":10,"column_value":"5d6"},{"level":11,"column_value":"6d6"},{"level":12,"column_value":"6d6"},{"level":13,"column_value":"7d6"},{"level":14,"column_value":"7d6"},{"level":15,"column_value":"8d6"},{"level":16,"column_value":"8d6"},{"level":17,"column_value":"9d6"},{"level":18,"column_value":"9d6"},{"level":19,"column_value":"10d6"},{"level":20,"column_value":"10d6"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Rogue level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per rogue level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Dexterity"},{"name":"Intelligence"}],"subclass_of":null,"name":"Rogue","desc":"","hit_dice":"D8","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_sorcerer","features":[{"key":"bfrd_sorcerer_core-traits","name":"Core Sorcerer Traits","desc":"|||\n|---|---|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) an arcane focus; (A) a dungeoneer's pack or (B) an explorer's pack; plus two daggers|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_sorcerer_font-of-magic","name":"Font of Magic","desc":"You begin to draw from an internal wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n\n## Sorcery Points\n\nYou start with 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Progression table. You can never have more sorcery points than shown in the table for your level. You regain all spent sorcery points when you finish a long rest.\n\n## Flexible Casting\n\nYou can sacrifice spell slots to gain additional sorcery points or use your sorcery points to gain additional spell slots. You learn other ways to use your sorcery points as you reach higher levels.\n\n*Converting a Spell Slot to Sorcery Points.* As a bonus action, you can expend one Arcane spell slot and gain a number of sorcery points equal to the spell slot's circle.\n\n*Creating Spell Slots.* You can spend sorcery points to gain one Arcane spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given circle. You can create spell slots no higher than 5th circle with this feature, and the spell slots you create vanish when you finish a long rest.\n\n|Spell Slot Circle|Sorcery Point Cost|\n|---|---|\n|1st|2|\n|2nd|3|\n|3rd|5|\n|4th|6|\n|5th|7|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_spellcasting","name":"Spellcasting","desc":"As a conduit for arcane power, you can cast Arcane spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Sorcerer Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Sorcerer Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Arcane spell list to learn.\n\nThe Spells Known column of the Sorcerer Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a sorcerer, you can learn one new Arcane spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of sorcerer, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- **Spell save DC** = 8 + your proficiency bonus (PB) + your CHA modifier\n- **Spell attack modifier** = your proficiency bonus (PB) + your CHA modifier\n\n## Spellcasting Focus\n\nYou can use an arcane focus as a spellcasting focus for your Arcane spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_metamagic","name":"Metamagic","desc":"You gain the ability to twist your spells to suit your needs in the moment. You start with two of the following Metamagic feature options of your choice. You gain another option at 6th, 13th, and 18th levels.\n\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. To alter a spell with metamagic, a spell must count as an Arcane spell for you. When your sorcerer level grants you the Improvement feature, you can replace one Metamagic option you know with a different Metamagic option from this list.\n\n## Careful Spell\n\nWhen you cast a spell that forces creatures to make a save, you can spend 1 sorcery point to exclude some of them from the effect. When you do, choose a number of those creatures up to half your sorcerer level (rounded up). A chosen creature automatically succeeds on its save and takes no damage from the spell.\n\nYou can use the Careful Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Distant Spell\n\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 100 feet. Spells with a range of touch instead have their range increased to 30 feet.\n\n## Empowered Spell\n\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your CHA modifier (minimum of one). You must use the new roll results.\n\nYou can use the Empowered Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Enlarged Spell\n\nWhen you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell's area of effect in one of the following ways (depending on the shape of the spell effect):\n- Circle, Cylinder, or Sphere. The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).\n- Cone. The cone's size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).\n- Cube. The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).\n- Line. The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).\n\n## Extended Spell\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration to 10 minutes. Spells with a duration of 10 minutes or longer instead have their duration doubled, to a maximum duration of 24 hours.\n\n## Flexible Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to change the spell's damage type to any other damage type, except psychic. Spells that naturally deal psychic damage can't benefit from the Flexible Spell option.\n\n## Heightened Spell\n\nWhen you cast a spell that forces a target to make a save to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first save made against the spell.\n\n## Hunting Spell\n\nWhen you cast a spell that requires a target to make a save or take damage, you can spend 2 sorcery points to cause the spell to deal half damage even if a target succeeds on its save. This damage still affects targets who could normally avoid taking all damage on a successful save (via Evasion or similar features).\n\n## Lucky Spell\n\nWhen you cast a spell that requires an attack roll and miss, you can spend 2 sorcery points to add the total number of Luck that you currently have to the attack roll, potentially turning a failure into a success. Luck isn't expended by this Metamagic option and can subsequently be spent on the attack roll normally.\n\n## Quickened Spell\n\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. You can't use this feature to cast two 1st-circle or higher spells on the same turn.\n\n## Retain Spell\n\nWhen you cast a spell that requires concentration, you can spend 2 sorcery point to have advantage on any concentration checks made to maintain the spell for its duration. Your concentration isn't automatically broken for that spell if you become incapacitated, meaning that you can still attempt concentration checks as you normally would.\n\nYou can use the Retain Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Shielding Spell\n\nWhen you cast a spell, you can spend 2 sorcery points to gain a number of temporary hit points equal to 3 × the spell's circle. These temporary hit points last for 1 hour.\n\n## Subtle Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\n\n## Twinned Spell\n\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to 1 + the spell's circle to target a second creature in range with the same spell. (Cantrips cost only 1 sorcery point.)\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current circle. For example, magic missile and scorching ray aren't eligible but acid arrow and ray of enfeeblement are.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"3"},{"level":13,"detail":"4"},{"level":18,"detail":"5"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerer-subclass","name":"Sorcerer Subclass","desc":"Choose a subclass that reflects the origins of your magical power, either Chaos or Draconic (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Origin Spells.** Each sorcerer subclass has a list of origin spells that you can access as soon as you can cast spells of that circle (as shown in the Sorcerer Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting an origin spell still expends an Arcane spell slot as normal.\n\nIf one of these spells isn't on the Arcane spell list, it still counts as an Arcane spell for you. You can't replace origin spells when you gain a level of sorcerer.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerous-renewal","name":"Sorcerous Renewal","desc":"When you finish a short rest, roll 1d4 + 1 and regain that many sorcery points.\n\nAt higher levels, your Sorcerous Renewal feature improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and 4d4 + 1 at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"1 Die"},{"level":9,"detail":"2 Dice"},{"level":13,"detail":"3 Dice"},{"level":17,"detail":"4 Dice"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Arcane Instruction.** You find new ways to tap into internal magical resources. When you fail an ability check, you can spend 1 sorcery point to add your CHA modifier to the result, potentially turning a failure into a success.\n- **Innate Spell.** You learn one spell of 1st or 2nd circle from the Arcane, Primordial, or Wyrd spell list. You can cast that spell at its lowest circle by expending a number of sorcery points equal to that spell's circle instead of using a spell slot. When you gain a level in sorcerer, you can replace your innate spell with another spell of 1st or 2nd circle from the available lists.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_devour-spell","name":"Devour Spell","desc":"When a creature you can see targets you with a spell, you can use your reaction to attempt to immediately draw the spell's power into yourself. Make a CHA check with a DC equal to 10 + the spell's circle. On a success, you and every other target of the spell have advantage on saves against it and take only half as much damage from it. You also gain a number of sorcery points equal to the spell's circle.\n\nAlternatively, you can target a magical effect within 30 feet of you that was created by a spell, such as fog cloud or wall of fire. On a successful CHA check, the spell ends.\n\nOnce you successfully devour a spell, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_epic-boon","name":"Epic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. You gain the following epic boon:\n- **Arcane Conjunction.** When a spell or magical effect affects you, you can use your reaction to target one creature you can see within 120 feet of you. That creature is affected as though it were also the target. Once used, you can't use this feature again until you finish a short or long rest, unless you spend 10 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column 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data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_sorcerer_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D6","hit_dice_name":"1D6 per Sorcerer level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per sorcerer level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Constitution"}],"subclass_of":null,"name":"Sorcerer","desc":"","hit_dice":"D6","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_draconic-sorcery","features":[{"key":"srd-2024_sorcerer_draconic-sorcery_draconic-resilience","name":"Draconic Resilience","desc":"The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\nParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_draconic-sorcery_draconic-spells","name":"Draconic Spells","desc":"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nTable: Draconic Spells\n\n|Sorcerer Level|Spells|\n|---|---|\n|3|Alter Self, Chromatic Orb, Command, Dragon's Breath|\n|5|Fear, Fly|\n|7|Arcane Eye, Charm Monster|\n|9|Legend Lore, Summon Dragon|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_draconic-sorcery_dragon-companion","name":"Dragon Companion","desc":"You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_draconic-sorcery_dragon-wings","name":"Dragon Wings","desc":"As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_draconic-sorcery_elemental-affinity","name":"Elemental Affinity","desc":"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\nYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd-2024_sorcerer"},"name":"Draconic Sorcery","desc":"*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_circle-of-the-land","features":[{"key":"srd-2024_druid_circle-of-the-land_spell-list","name":"Circle of the Land Spells","desc":"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_lands-aid","name":"Land's Aid","desc":"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natural-recovery","name":"Natural Recovery","desc":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natures-sanctuary","name":"Nature's Sanctuary","desc":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_druid_circle-of-the-land_natures-ward","name":"Nature's Ward","desc":"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Druid","key":"srd-2024_druid"},"name":"Circle of the Land","desc":"*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_path-of-the-berserker","features":[{"key":"srd-2024_path-of-the-berserker_frenzy","name":"Frenzy","desc":"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_intimidating-presence","name":"Intimidating Presence","desc":"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_mindless-rage","name":"Mindless Rage","desc":"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_retaliation","name":"Retaliation","desc":"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Path of the Berserker level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per path of the berserker level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd-2024_barbarian"},"name":"Path of the Berserker","desc":"*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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":"open5e_the-ancient-fey-court","features":[{"key":"open5e_the-ancient-fey-court_counter-enchantment","name":"Counter Enchantment","desc":"Starting at 10th level, you can not only resist certain enchantments but also turn them back against your foes. You gain immunity to the charmed condition. Any time a creature casts a spell or uses an ability that would charm you, you can use a reaction to attempt a counter charm. The creature that targeted you must make a Wisdom saving throw versus your warlock spell save DC. On a failure, the creature becomes charmed by you for 1 minute, but the effect ends if they take any damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_courtiers-aspect","name":"Courtier’s Aspect","desc":"Beginning at 1st level, you are able to take on a fey aspect that can both enchant and terrify. You may use an action to force all creatures within a 10-foot cube that originates from you to make a Wisdom saving throw using your warlock spell save DC. Until the end of your next turn, you can choose for all the creatures that fail their saving throw to become either charmed by you or frightened of you.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_expanded-spell-list","name":"Expanded Spell List","desc":"The Ancient Fey Court lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Ancient Fey Court Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | faerie fire, sleep                   |\r\n| 2nd         | calm emotions, phantasmal force      |\r\n| 3rd         | blink, plant growth                  |\r\n| 4th         | dominate beast, greater invisibility |\r\n| 5th         | dominate person, seeming             |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_shroud-of-mists","name":"Shroud of Mists","desc":"At 6th level, you can seemingly disappear after an enemy hits you. You can use your reaction after you suffer damage to teleport to an unoccupied space that you can see within 60 feet. When you appear in the new space, you are invisible and remain so until you attack, cast a spell, or until the beginning of your next turn.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_waking-dream","name":"Waking Dream","desc":"Beginning at 14th level, you can expertly weave fey magic to trap a creature in a waking dream. You can use an action to target any creature up to 60 feet from you that you can see, and that creature makes a Wisdom saving throw versus your warlock spell save DC. If the target fails the saving throw, you choose whether to make it charmed by you or frightened you while you maintain concentration for up to 1 minute or until the creature takes damage. During this time, the target cannot see or hear any creatures other than you, and it perceives its surroundings as an illusory realm that you control.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","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":"Warlock","key":"srd_warlock"},"name":"The Ancient Fey Court","desc":"*Compare to core book’s Pact of the Archfey*\n\nThe denizens of faerie are ruled by a court of ancient and mercurial beings, fey ladies and lords sometimes deign to offer their patronage to a mere warlock. They offer power at the price of obedience to their whims, which may vary between the whimsical and the malicious, but are almost always opaque to mere mortals. Some fey rulers, like Queen Titania and her consort Oberon, are generally benevolent with a penchant for mischief. Others like Queen Mab or the ancient hag Baba Yaga are rather more baleful, but even their dictates can be surprising.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_the-great-elder-thing","features":[{"key":"open5e_the-great-elder-thing_cosmic-enthrallment","name":"Cosmic Enthrallment","desc":"Starting at 14th level, you gain the ability to flood a creature’s mind with the cosmic presence of your terrible patron. As an action, you can touch a humanoid that is incapacitated, causing it to be charmed by you. You can speak to this thrall telepathically as long as both of you remain on the same plane of existence. The charm has no end duration, but can be negated by a remove curse spell or another power that removes the charmed condition. You relinquish the charm the next time you use this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_expanded-spell-list","name":"Expanded Spell List","desc":"The Great Elder Thing lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Great Elder Thing Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | dissonant whispers, hideous laughter |\r\n| 2nd         | detect thoughts, phantasmal force    |\r\n| 3rd         | clairvoyance, sending                |\r\n| 4th         | dominate beast, black tentacles      |\r\n| 5th         | dominate person, telekinesis         |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_inhuman_reflex","name":"Inhuman Reflex","desc":"Starting at 6th level, you can briefly react with an impossible speed. As a reaction, triggered by an enemy attack roll targeting you, you force the creature to make the roll with disadvantage. If the enemy attack ends up missing, then you gain advantage on the next attack roll you make against that creature until the end of your next turn. You can only use this feature once per short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_mental-barrier","name":"Mental Barrier","desc":"At 10th level, your thoughts become shielded against others. Your mind cannot be read by magic, telepathy, or other methods without your consent. You also become resistant to the psychic damage type, and if you do suffer psychic damage, you deal the same amount of psychic damage to the creature which dealt it to you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_outward_cerebration","name":"Outward Cerebration","desc":"Beginning at 1st level, you can push your thoughts into other minds, speaking telepathically to a creature within 30 feet as long as you can see that creature. The creature must know some language to hear your projections, but it does not need to speak the same language as you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"The Great Elder Thing","desc":"*Compare to core book’s Pact of the Great Old One*\n\nYour patron, if you can call it that, is an alien mind from a far realm beyond the multiverse as we know it. Not evil per se, its motives are incomprehensible to the understanding of mortals. It might see you as a tool to further these strange aims, bidding you on seemingly unconnected but always unsettling errands. Or, you might tap into its unspeakable power without so much as gaining the notice of its vast awareness, having learned the proper rituals in some maddening grimoire. If you have a name for your patron, it could be an ancient primordial, the King in Yellow, one of the gods of Pegana, or a being from the expanded Cthulhu mythos. Regardless, you can draw on strange and terrible magic from the Great Elder Thing.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_eldritch-trickster","features":[{"key":"open5e_eldritch-trickster_arcane-ambuscade","name":"Arcane Ambuscade","desc":"At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"open5e_eldritch-trickster_eldritch-grift","name":"Eldritch Grift","desc":"Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"open5e_eldritch-trickster_magical-misdirection","name":"Magical Misdirection","desc":"Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"open5e_eldritch-trickster_sleight-of-mage-hand","name":"Sleight of Mage Hand","desc":"If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"open5e_eldritch-trickster_spellcasting","name":"Spellcasting","desc":"Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd           | 3              | 3            | 2   | -   | -   | -   |\n| 4th           | 3              | 4            | 3   | -   | -   | -   |\n| 5th           | 3              | 4            | 3   | -   | -   | -   |\n| 6th           | 3              | 4            | 3   | -   | -   | -   |\n| 7th           | 3              | 5            | 4   | 2   | -   | -   |\n| 8th           | 3              | 6            | 4   | 2   | -   | -   |\n| 9th           | 3              | 6            | 4   | 2   | -   | -   |\n| 10th          | 4              | 7            | 4   | 3   | -   | -   |\n| 11th          | 4              | 8            | 4   | 3   | -   | -   |\n| 12th          | 4              | 8            | 4   | 3   | -   | -   |\n| 13th          | 4              | 9            | 4   | 3   | 2   | -   |\n| 14th          | 4              | 10           | 4   | 3   | 2   | -   |\n| 15th          | 4              | 10           | 4   | 3   | 2   | -   |\n| 16th          | 4              | 11           | 4   | 3   | 3   | -   |\n| 17th          | 4              | 11           | 4   | 3   | 3   | -   |\n| 18th          | 4              | 11           | 4   | 3   | 3   | -   |\n| 19th          | 4              | 12           | 4   | 3   | 3   | 1   |\n| 20th          | 4              | 13           | 4   | 3   | 3   | 1   |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Eldritch Trickster","desc":"*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_college-of-skalds","features":[{"key":"open5e_college-of-skalds_battle-fury","name":"Battle Fury","desc":"At 6th level, you can unleash even more fury in combat. When you use the attack action, you can make two attacks instead of one.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_college-of-skalds_combat-aptitude","name":"Combat Aptitude","desc":"When you choose the College of Skalds at 3rd level, you become proficient in all martial weapons, as well as in the use of medium armor and shields.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_college-of-skalds_saga-of-deeds","name":"Saga of Deeds","desc":"Starting at 3rd level, you can use your stories of the great battles of legend to inspire your allies in combat. The dice gained from your Bardic Inspiration feature can be used in the following ways:\n\n* After rolling damage for a successful weapon attack, a creature can choose to roll a Bardic Inspiration die and add the result to the damage dealt.\n* When a creature is the target of an attack roll, before knowing whether the rolled number is a hit or a miss, it may roll a Bardic Inspiration die as a reaction, adding the result to its armor class for this specific attack only.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_college-of-skalds_song-and-strike","name":"Song and Strike","desc":"Starting at 14th level, you can wade into combat even as you wield your bardic magic. Any time you cast a bard spell as an action, you can use your bonus action to make a single weapon attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"srd_bard"},"name":"College of Skalds","desc":"*Compare to the core book's College of Valor*\n\nSkalds are poets of battle, recounting the deeds of heroes and the bloody battles that shook nations. But you do more than just tell stories; a skald draws on the tales of past greatness in his own quest for glory on the battlefield. While learning the sagas of bygone years, you have also taken up a practical study of combat, allowing you to use more weapons and with greater effectiveness than most bards. When you sing the song of battle to bolster your allies, you are right alongside them, going toe to toe with formidable foes to become worthy of the poems from the skalds who will recount your tale.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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":"open5e_oathless-betrayer","features":[{"key":"open5e_oathless-betrayer_aura-of-loathing","name":"Aura of Loathing","desc":"Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"open5e_oathless-betrayer_channel-divinity","name":"Channel Divinity","desc":"As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_oathless-betrayer_master-of-doom","name":"Master of Doom","desc":"At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"open5e_oathless-betrayer_oath-spells","name":"Oath Spells","desc":"You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"open5e_oathless-betrayer_tenets-of-the-betrayer","name":"Tenets of the Betrayer","desc":"By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"open5e_oathless-betrayer_unearthly-barrier","name":"Unearthly Barrier","desc":"Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Paladin","key":"srd_paladin"},"name":"Oathless Betrayer","desc":"*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_school-of-divining-and-soothsaying","features":[{"key":"open5e_school-of-divining-and-soothsaying_expert-diviner","name":"Expert Diviner","desc":"Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the divination school.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-divining-and-soothsaying_extrasensory-perception","name":"Extrasensory Perception","desc":"Beginning at 10th level, you can extend your senses beyond their normal capabilities. At any time, you may choose one of the following options and gain the associated benefit until you take a short or a long rest or are incapacitated. You can only use this feature once per short or long rest.\n\n***Ether Sight.*** You can see creatures and objects on the Ethereal Plane up to 60 feet away.\n\n***Script Sight.*** You can comprehend writing in any language as if it were written in your native tongue.\n\n***Shadow Sight.*** You get darkvision with a range up to 60 feet, or increase the range of your darkvision to 60 feet if you already have it.\n\n***Unseen Sight.*** You gain the power to see invisible creatures and objects as if they were visible at a range of 10 feet within your line of sight.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-divining-and-soothsaying_premonition","name":"Premonition","desc":"Also at 2nd level, you begin to see in your dreams brief images of events yet to unfold. After finishing a long rest, you can make two d20 rolls and keep track of the results for later. Any time before the next time you complete a long rest, when you or a creature visible to you is about to make an ability check, attack roll, or saving throw, you can choose to stop the roll from happening and instead use one of the results from your premonition.\n\nYou can only use this feature once per turn, and after you have used a result from your premonition, you cannot use it again. Any result not used before your next long rest are lost as false premonitions and cannot be used either.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-divining-and-soothsaying_premonition_addition","name":"Premonition Addition","desc":"Beginning at 14th level, when you use your Premonition feature, you may roll and record the results of three d20s as your resting hours fill with further visions.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-divining-and-soothsaying_soothsaying-savant","name":"Soothsaying Savant","desc":"Starting at 6th level, you are so skilled at soothsaying that you gain more spellcasting power when you use your divinations. Any time you use a spell slot to cast a divination spell of at least 2nd level, you regain one of your spell slots that you’ve expended for the day. A spell slot regained in this way must be lower than 6th level as well as lower than the spell level you used to activate the feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Divining and Soothsaying","desc":"*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_school-of-illusions-and-phantasms","features":[{"key":"open5e_school-of-illusions-and-phantasms_enhanced-cantrip","name":"Enhanced Cantrip","desc":"At 2nd level, you gain one additional cantrip, either _minor illusion_ or, if you already knew this spell, then another that you choose. Your mastery of this spell is such that, when you cast it, you can create an illusory image and a sound with the same casting. When calculating your cantrips known per level, this spell does not count against your total.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-illusions-and-phantasms_expert-illusionist","name":"Expert Illusionist","desc":"Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the illusion school.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-illusions-and-phantasms_mutable-mirage","name":"Mutable Mirage","desc":"At 6th level, you can use your action to alter the illusion created by a spell you previously cast. You can only use this feature on spells with a duration of at least 1 minute, and you must be able to see the illusion when you alter it. You cannot change the illusion in a way not allowed by the initial casting of the spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-illusions-and-phantasms_phantasmagoria","name":"Phantasmagoria","desc":"Starting at 14th level, you can draw energy from the plane of shadow to give parts of your illusions a temporary physical essence. Any time after you cast an illusion spell of at least 1st level, while the spell is in effect, you can use a bonus action to apply this power to a single nonmagical, inanimate object within the illusion of the spell. For 1 minute, this object can be physically interacted with, but it can’t be used to deal damage.\n\nAs an example, you could create an illusory staircase and scale it, or create an illusory portcullis to bar a pursuer, but you could not dispatch an enemy by dropping an illusory boulder on them.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-illusions-and-phantasms_second-semblance","name":"Second Semblance","desc":"Starting at 10th level, if you are the target of an attack roll by another creature, you can substitute an illusion of yourself between you and your attacker. You use your reaction, causing the attack to miss you and hit the illusion, and your illusion vanishes afterwards. You can use this feature once per short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Illusions and Phantasms","desc":"*Compare to the core book's School of Illusion*\n\nAn illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_storm-domain","features":[{"key":"open5e_storm-domain_bonus-proficiency","name":"Bonus Proficiency","desc":"When you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_channel-divinity-full-fury","name":"Channel Divinity: Full Fury","desc":"Starting at 2nd level, you can use your Channel Divinity to increase the fury of your storm based attacks. Whenever you would deal lightning or thunder damage from an attack, rather than roll damage, you can use the Channel Divinity feature to deal the maximum possible damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_skys-blessing","name":"Sky’s Blessing","desc":"Starting at 17th level, you gain a flying speed whenever you are outdoors. Your flying speed is equal to your present walking speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_storm-blast","name":"Storm Blast","desc":"Beginning at 6th level, you can choose to push a Large or smaller creature up to 10 feet away from you any time you deal lightning damage to it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_storm-domain-spells-table","name":"Storm Domain Spells (table)","desc":"Cleric Level | Spells                               |\r\n|———————|————————————————|\r\n| 1st          | fog cloud, thunderwave          |\r\n| 3rd          | gust of wind, shatter           |\r\n| 5th          | call lightning, sleet storm     |\r\n| 7th          | control water, ice storm        |\r\n| 9th          | destructive wave, insect plague |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_tempests-rebuke","name":"Tempest’s Rebuke","desc":"Also starting at 1st level, you can strike back at your adversaries with thunder and lightning. If a creature hits you with an attack, you can use your reaction to target it with this ability. The creature must be within 5 feet of you, and you must be able to see it. The creature must make a Dexterity saving throw, taking 2d8 damage on a failure. On a success, the creature takes only half damage. You may choose to deal either lightning or thunder damage with this ability.\n\nYou may use this feature a number of times equal to your Wisdom modifier (at least once). When you finish a long rest, you regain your expended uses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Storm Domain","desc":"*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_mischief-domain","features":[{"key":"open5e_mischief-domain_channel-divinity-double-trouble","name":"Channel Divinity: Double Trouble","desc":"Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_mischief-domain_channel-divinity-walk-unseen","name":"Channel Divinity: Walk Unseen","desc":"Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_mischief-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"open5e_mischief-domain_double-trouble-doubled","name":"Double Trouble Doubled","desc":"Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"open5e_mischief-domain_mischeif-domain-spells-table","name":"Mischeif Domain Spells (table)","desc":"Cleric Level | Spells                           |\r\n|--------------|----------------------------------|\r\n| 1st          | charm person, disguise self      |\r\n| 3rd          | mirror image, pass without trace |\r\n| 5th          | blink, dispel magic              |\r\n| 7th          | dimension door, polymorph        |\r\n| 9th          | dominate person, modify memory   |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_mischief-domain_spreader-of-mischief","name":"Spreader of Mischief","desc":"At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Mischief Domain","desc":"*Compare to the core book's Trickery Domain*\n\nWhile most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_way-of-shadowdancing","features":[{"key":"open5e_way-of-shadowdancing_dark-passage","name":"Dark Passage","desc":"Starting at 6th level, you can use shadows to instantly transport yourself a short distance via the plane of shadows. As a bonus action, you can teleport from your space to another unoccupied space that you can see within 60 feet, as long as both spaces are in dim light or darkness. After using this ability, you gain advantage on your next melee attack until the end of the turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_way-of-shadowdancing_magic-of-shadow","name":"Magic of Shadow","desc":"At 3rd level, you can channel your ki to cast a selection of spells tied to the plane of shadow. You learn the cantrip *minor illusion*. You can also use an action and 2 ki points to cast any of the following spells without the need for material components: *darkness*, *darkvision*, *silence*, and *pass without trace*.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"open5e_way-of-shadowdancing_shadow-strike","name":"Shadow Strike","desc":"When you reach 17th level, you can make an extra attack against a distracted enemy. If a creature other than you hits a target within 5 feet of you with an attack, you may use a reaction to make a melee attack against the same target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"open5e_way-of-shadowdancing_walk-unseen","name":"Walk Unseen","desc":"Starting at 11th level, you can suffuse your presence with the shadows around you and walk unseen. If you are in dim light or darkness, you can use an action and become invisible. You become visible if you are exposed to bright light, or if you cast a spell or make an attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"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":"Monk","key":"srd_monk"},"name":"Way of Shadowdancing","desc":"*Compare to the core book's Way of Shadow*\n\nMonks of the shadowdancing tradition are more than just stealthy assassins; they have mastered their ki to become one with the shadows. As they continue their training, they strengthen their connection to the plane of shadow, giving them the ability to perform supernatural feats of subterfuge and jaunt through that very realm of darkness. They are known as ninjas in some regions, and they can serve as spies, killers, and saboteurs for hire. Alternatively, their monastery might only send them on specific missions towards some secret agenda as hidden as the shadowdancers themselves.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_wyrd-magic","features":[{"key":"open5e_wyrd-magic_direct-the-flood-of-chaos","name":"Direct the Flood of Chaos","desc":"Starting at 14th level, you learn to influence your magic’s unpredictable effects to a small degree. Any time while rolling on the Flood of Chaos table, you may roll twice, choosing either result.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_wyrd-magic_flood-of-chaos","name":"Flood of Chaos","desc":"Beginning at 1st level when you select this bloodline, you sometimes release a flood of magical energy with your spellcasting. The Game Master can tell you to roll 1d20 at any time right after you cast a sorcerer spell that is not a cantrip. If the result is a 1, you then roll 1d100 on the Flood of Chaos table to determine an additional magical effect at random. A Flood of Chaos can happen at most once per turn.\n\nSometimes a Flood of Chaos forces you to cast a spell. Unlike normal spells, you cannot apply any Metamagic to them, and they do not require concentration, instead lasting the full duration.\n\n**Flood of Chaos (table)**\n\n| d100  | Effect |\r\n|---------|----------|\r\n| 01-02 | For the next minute, roll again on this table at the beginning of your turn, but ignore this result if rolled again during this time. |\r\n| 03-04 | You are able to see invisible creatures within your line of sight for the next minute. |\r\n| 05-06 | The Game Master chooses a sentient construct of CR 2 or less to materialize within 5 feet of you in an unoccupied space. The Game Master controls the construct for the next minute, at which point it disappears. |\r\n| 07-08 | You cast a 3rd level fireball with yourself at the center of the area of effect. |\r\n| 09-10 | You cast the spell magic missile as if from a 5th level spell slot. |\r\n| 11-12 | Your total height changes by 1d10 inches, to a minimum of 1 inch tall. Your height decreases on an odd roll and increases on an even roll. |\r\n| 13-14 | You cast the spell confusion with yourself at the center of the area of effect. |\r\n| 15-16 | At the beginning of your turn, you gain up to 5 hit points, not exceeding your maximum. This effect lasts for one minute. |\r\n| 17-18 | A beard of feathers grows from your face. The feathers erupt in all directions if you sneeze. |\r\n| 19-20 | You cast the spell grease with yourself at the center of the area of effect. |\r\n| 21-22 | For the next minute, whenever you cast a spell that requires a saving throw, creatures targeted by the spell have disadvantage on the saving throw. |\r\n| 23-24 | The color of your skin changes to a vivid bluish hue, unless your skin was already blue, in which case it turns a vibrant red. This effect can be ended by a remove curse spell. |\r\n| 25-26 | For the next minute, you gain an additional eye in the center of your forehead. You gain advantage on Wisdom (Perception) checks using sight for the duration. |\r\n| 27-28 | You spells that have a casting time of one action are instead cast as a bonus action for one minute. |\r\n| 29-30 | You choose an unoccupied space within 60 feet and instantly teleport to it. |\r\n| 31-32 | You are magically conveyed to a random spot on the Astral Plane. At the end of your next turn, you return to your previous location, or the nearest unoccupied space. |\r\n| 33-34 | The first damage dealing spell you cast in the next minute deals maximum damage. |\r\n| 35-36 | Your total age changes by 1d10 years, to a minimum of 1 year old. Your age decreases on an odd roll and increases on an even roll. |\r\n| 37-38 | 1d6 flumphs that are frightened of you materialize within a 60 foot radius around you. The Game Master controls the flumphs for the next minute, at which point they disappear. |\r\n| 39-40 | Roll 2d10. You gain that many hit points, not exceeding your maximum. |\r\n| 41-42 | You are transformed into a plant in a tiny pot, you become vulnerable to all damage types and are incapacitated but keep your current hit point total. You change back at the start of your next turn or if you are reduced to 0 hit points. |\r\n| 43-44 | You gain the ability to teleport as a bonus action once per turn. The teleportation range is 20 feet at maximum, and you lose the ability after one minute. |\r\n| 45-46 | You cast the spell levitate with yourself as the target. |\r\n| 47-48 | A unicorn materializes within 5 feet of you in an unoccupied space. The Game Master controls the unicorn for the next minute, at which point it disappears. |\r\n| 49-50 | For one minute, you are unable to speak and emit rosy colored bubbles if you open your mouth. |\r\n| 51-52 | For one minute, you are protected by an incorporeal magic shield which gives you +2 to your AC and makes you immune to the spell magic missile. |\r\n| 53-54 | For 5d6 days, you cannot become intoxicated from alcohol regardless of how much you drink. |\r\n| 55-56 | You lose all of your hair, and it regrows 24 hours later. |\r\n| 57-58 | Any time you touch a flammable object in the next minute that is not worn or carried by another creature, the object immediately ignites. |\r\n| 59-60 | You gain back a spell slot of the lowest level you have expended for the day. |\r\n| 61-62 | You lose control of the volume of your voice for one minute. Whenever you speak, it is at shouting volume. |\r\n| 63-64 | You cast the spell fog cloud with yourself at the center of the area of effect. |\r\n| 65-66 | You deal 4d10 lightning damage to up to three creatures of your choice in a radius of 30 feet from you. |\r\n| 67-68 | You become frightened of whatever creature is closest to you. The effect ends at the end of your next turn. |\r\n| 69-70 | All creatures in a 30 foot radius centered on you become invisible. The effect ends on each creature after a minute, or if the creature attacks or casts a spell. |\r\n| 71-72 | For one minute, you have resistance to all types of damage. |\r\n| 73-74 | The Game Master randomly chooses one creature within a 60 foot radius of you. For the next 1d4 hours, the creature is poisoned. |\r\n| 75-76 | For one minute, you glow luminously. The area within 30 feet of you is considered to be brightly lit, and a creature within 5 feet of you at the end of its turn becomes blinded, regaining its sight at the end of its next turn. |\r\n| 77-78 | You cast the spell polymorph with yourself on the target. You may make a saving throw against your own save DC. On a failure, you became for the duration a 0 CR creature with no attacks such as a sheep. |\r\n| 79-80 | For one minute, an illusion of floating flower petals and flying butterflies appears in a 10 foot radius around you and moves with you. |\r\n| 81-82 | You are able to instantly use an additional action. |\r\n| 83-84 | All creatures in a 30 radius of you, excluding you, suffer 1d10 necrotic damage. However much damage is dealt by this effect, you gain that many hit points, not exceeding your hit point maximum. |\r\n| 85-86 | You cast the spell mirror image with yourself as the target. |\r\n| 87-88 | You cast the spell fly with a random creature as the target. The creature cannot be more than 60 feet away from you. |\r\n| 89-90 | You turn invisible, and though not silenced, other creatures are unable to hear you. The effect ends after one minute, or if you attack or cast any spell. |\r\n| 91-92 | Any time during the next minute, if you are killed, you are affected by the spell reincarnate. |\r\n| 93-94 | You become one size larger, reverting after one minute. |\r\n| 95-96 | All creatures in a 30 foot radius from you, including yourself, become vulnerable to piercing damage. The effect ends after one minute. |\r\n| 97-98 | In the area around you, a quiet and otherworldly melody can be heard for one minute. |\r\n| 99-00 | Your total available sorcery points increases to your maximum daily limit. |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_wyrd-magic_magical-deluge","name":"Magical Deluge","desc":"At 18th level, you can infuse your damage dealing spells with extra energy. Once per turn, after you have rolled damage from a spell, you may choose one die on which you rolled the largest possible value. You can roll this die again, adding both results to the final damage total.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"open5e_wyrd-magic_tip-the-scales-of-fate","name":"Tip the Scales of Fate","desc":"At 6th level, you can subtly manipulate another creature’s luck for good or ill. When you see another creature make an ability check, attack roll, or saving throw, you can use 2 sorcery points as a reaction to roll 1d4. You choose to either add the result to or subtract it from the creature’s roll, doing so after the roll has been made but before any effects occur resulting from the roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_wyrd-magic_wyrd-weaver","name":"Wyrd Weaver","desc":"Also beginning at 1st level, you can weave the endless possibilities of fate in order to give yourself advantage on a single ability check, attack roll, or saving throw. After you use this feature, you cannot do so again until after you finish a long rest. However, you gain use of the feature immediately if the Game Master has you roll on the Flood of Chaos table for casting a 1st level or higher sorcerer spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd_sorcerer"},"name":"Wyrd Magic","desc":"*Compare to the core book's Wild Magic*\n\nSorcerers have a gift. Unlike wizards who have to study magic, or warlocks who must bargain for it, sorcerers have magic in their blood. However, sometimes this magic surges out of its own accord in unpredictable ways. Sorcerers with a wyrd bloodline may derive it from a powerful chaotic force, perhaps the Elemental Chaos itself. They may suffer a curse of fate, or some creature’s idea of a blessing. They may just contain more magical potency than they know how to readily control. Still, while they can never truly tame their magic, they can learn to better bend it to their advantage.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_demise-domain","features":[{"key":"open5e_demise-domain_bonus-proficiency","name":"Bonus Proficiency","desc":"When you choose this domain at 1st level, you gain the martial weapon proficiency.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_channel-divinity-killing-touch","name":"Channel Divinity: Killing Touch","desc":"Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_death-comes-for-all","name":"Death Comes for All","desc":"Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_death-domain-spells-table","name":"Death Domain Spells (table)","desc":"Cleric Level | Spells                                  |\r\n|--------------|-----------------------------------------|\r\n| 1st          | false life, ray of sickness             |\r\n| 3rd          | blindness/deafness, ray of enfeeblement |\r\n| 5th          | animate dead, vampiric touch            |\r\n| 7th          | blight, death ward                      |\r\n| 9th          | antilife shell, cloudkill               |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_deaths-cut","name":"Death’s Cut","desc":"Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"open5e_demise-domain_improved-deaths-cut","name":"Improved Death’s Cut","desc":"Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Demise Domain","desc":"*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_school-of-abjuring-and-warding","features":[{"key":"open5e_school-of-abjuring-and-warding_abjuration-proficiency","name":"Abjuration Proficiency","desc":"Starting at 10th level, add your proficiency bonus to any ability checks made as part of the casting of an abjuration spell (as with the spells *counterspell* and *dispel magic*).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-abjuring-and-warding_aegis-extension","name":"Aegis Extension","desc":"At 6th level, you can extend your Arcane Aegis to protect nearby allies. You may use your reaction to have the aegis take the damage dealt to a creature up to 30 feet from you that you can see. If the damage sustained exceeds the current hit points of the aegis, the creature takes any further damage once the aegis reaches 0 hit points.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-abjuring-and-warding_arcane-aegis","name":"Arcane Aegis","desc":"Beginning at 2nd level, you can use the power of your school’s spells to ward yourself against damage. When you cast an abjuration spell of at least 1st level, you may siphon a portion of the spell’s magic to create an Arcane Aegis. The aegis lasts until the next time you finish a long rest and takes damage that would be directed at you. The aegis has a hit point maximum of two times your wizard level + your Intelligence modifier; if the damage sustained exceeds the current hit points of the aegis, then you suffer any further damage once the aegis reaches 0 hit points, but the aegis still exists.\n\nAny time you cast another abjuration spell of at least 1st level, the aegis regains hit points equal to the spell’s level times two, up to its hit point maximum.\n\nOnce it has been created, you cannot create a new aegis until after you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-abjuring-and-warding_expert-abjurer","name":"Expert Abjurer","desc":"Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the abjuration school.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-abjuring-and-warding_resistance-to-magic","name":"Resistance to Magic","desc":"Beginning at 14th level, you are resistant to all damage from spells and you gain advantage on any saving throw to resist a spell’s effects.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Abjuring and Warding","desc":"*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_school-of-necrotic-arts","features":[{"key":"open5e_school-of-necrotic-arts_control-undead","name":"Control Undead","desc":"Beginning at 14th level, you are able to take control of the undead, even if you did not create them with your own magic. You can use your action to target an undead creature within 60 feet of you that you can see. If the target fails a Charisma saving throw versus your wizard spell save DC, its attitude towards you becomes friendly and it obeys any commands you issue it until the next time you use this feature. If the target succeeds its saving throw, it becomes permanently immune to this effect.\n\nIf the undead creature’s Intelligence score is 8 or higher, it makes the saving throw to resist control with advantage. If its Intelligence score is 12 or higher and it fails its first saving throw, it can repeat the save to break free once every hour it remains under your control.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-necrotic-arts_dark-reaper","name":"Dark Reaper","desc":"Already at 2nd level, you become adept at harvesting the animus from living beings killed by your spells. Up to once per turn, when you use a spell of 1st level or higher to kill at least one creature, you may regain lost hit points up to twice the level of the spell used. If the spell in question belongs to the necromancy school, you may instead regain hit points up to three times the level of the spell. This ability is not triggered by killing creatures without a life force, namely constructs and the undead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-necrotic-arts_expert-necromancer","name":"Expert Necromancer","desc":"Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the abjuration school.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-necrotic-arts_necrotic-acclimation","name":"Necrotic Acclimation","desc":"At 10th level, your familiarity with the necrotic arts has hardened you against some of their effects. You gain resistance against necrotic damage, and your hit point maximum can never be reduced.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_school-of-necrotic-arts_undead-minions","name":"Undead Minions","desc":"When you reach 6th level, if you do not already know the spell *animate dead*, you add it to your spell book. When you cast this spell, you may target one more pile of bones or corpse than specified by the spell’s description, creating an additional minion of the appropriate type.\n\nIn addition, any undead you create with a spell from the necromancy school gains the following benefits:\n\n* Increase the creature’s hit point maximum by a number equal to your wizard class levels.\n* When making weapon damage rolls, the creature adds your proficiency bonus to the total.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Necrotic Arts","desc":"*Compare to the core book’s school of Necromancy*\n\nNothing fills a mundane with fear quite like a necromancer. Sure, a fireball is scary, but these masters of the dark arts deal with the forces of life and death like they were mere playthings. They can drain life from the living and force the dead to heed their beck and call. Practitioners of the necromantic arts have a reputation for evil, but they are not universally so (even if they tend to always be at least a little dark and edgy). Necromancers can also be heroic forces for good in the world, though they may need to have some flexible morals when it comes to sourcing the raw materials for their undead minions.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_evoker","features":[{"key":"srd-2024_wizard_evoker_empowered-evocation","name":"Empowered Evocation","desc":"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_wizard_evoker_evocation-savant","name":"Evocation Savant","desc":"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\nIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_wizard_evoker_overchannel","name":"Overchannel","desc":"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\nEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_wizard_evoker_potent-cantrip","name":"Potent Cantrip","desc":"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_wizard_evoker_sculpt-spells","name":"Sculpt Spells","desc":"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd-2024_wizard"},"name":"Evoker","desc":"*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_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":[]}},{"key":"srd-2024_thief","features":[{"key":"srd-2024_rogue_thief_fast-hands","name":"Fast Hands","desc":"As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_second-story-work","name":"Second-Story Work","desc":"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_supreme-sneak","name":"Supreme Sneak","desc":"You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_thiefs-reflexes","name":"Thief's Reflexes","desc":"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_use-magic-device","name":"Use Magic Device","desc":"You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd-2024_rogue"},"name":"Thief","desc":"*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_fiend-patron","features":[{"key":"srd-2024_warlock_fiend-patron_dark-ones-blessing","name":"Dark One's Blessing","desc":"When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_fiend-patron_dark-ones-own-luck","name":"Dark One's Own Luck","desc":"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_fiend-patron_fiend-spells","name":"Fiend Spells","desc":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nTable: Fiend Spells\n\n|Warlock Level|Spells|\n|---|---|\n|3|Burning Hands, Command, Scorching Ray, Suggestion|\n|5|Fireball, Stinking Cloud|\n|7|Fire Shield, Wall of Fire|\n|9|Geas, Insect Plague|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_fiend-patron_fiendish-resilience","name":"Fiendish Resilience","desc":"Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_fiend-patron_hurl-through-hell","name":"Hurl Through Hell","desc":"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd-2024_warlock"},"name":"Fiend Patron","desc":"*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_warrior-of-the-open-hand","features":[{"key":"srd-2024_monk_warrior-of-the-open-hand_fleet-step","name":"Fleet Step","desc":"When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_warrior-of-the-open-hand_open-hand-technique","name":"Open Hand Technique","desc":"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\n**Addle.** The target can't make Opportunity Attacks until the start of its next turn.\n\n**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\n**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_warrior-of-the-open-hand_quivering-palm","name":"Quivering Palm","desc":"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\nYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_warrior-of-the-open-hand_wholeness-of-body","name":"Wholeness of Body","desc":"You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Monk","key":"srd-2024_monk"},"name":"Warrior of the Open Hand","desc":"*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_college-of-lore","features":[{"key":"srd-2024_college-of-lore_bonus-proficiencies","name":"Bonus Proficiencies","desc":"You gain proficiency with three skills of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_college-of-lore_cutting-words","name":"Cutting Words","desc":"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_college-of-lore_magical-discoveries","name":"Magical Discoveries","desc":"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\nYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_college-of-lore_peerless-skill","name":"Peerless Skill","desc":"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per College of Lore level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per college of lore level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"srd-2024_bard"},"name":"College of Lore","desc":"*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_hunter","features":[{"key":"srd-2024_ranger_hunter_defensive-tactics","name":"Defensive Tactics","desc":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_hunter_hunters-lore","name":"Hunter's Lore","desc":"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_hunter_hunters-prey","name":"Hunter's Prey","desc":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_hunter_superior-hunters-defense","name":"Superior Hunter's Defense","desc":"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_hunter_superior-hunters-prey","name":"Superior Hunter's Prey","desc":"Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Ranger","key":"srd-2024_ranger"},"name":"Hunter","desc":"*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_champion","features":[{"key":"srd-2024_fighter_champion_additional-fighting-style","name":"Additional Fighting Style","desc":"You gain another Fighting Style feat of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_heroic-warrior","name":"Heroic Warrior","desc":"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_improved-critical","name":"Improved Critical","desc":"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_remarkable-athlete","name":"Remarkable Athlete","desc":"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_superior-critical","name":"Superior Critical","desc":"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_champion_survivor","name":"Survivor","desc":"You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd-2024_fighter"},"name":"Champion","desc":"*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_life-domain","features":[{"key":"srd-2024_cleric_life-domain_blessed-healer","name":"Blessed Healer","desc":"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_life-domain_disciple-of-life","name":"Disciple of Life","desc":"When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_life-domain_life-domain-spells","name":"Life Domain Spells","desc":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_life-domain_preserve-life","name":"Preserve Life","desc":"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_life-domain_supreme-healing","name":"Supreme Healing","desc":"When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd-2024_cleric"},"name":"Life Domain","desc":"*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_oath-of-devotion","features":[{"key":"srd-2024_paladin_oath-of-devotion_aura-of-devotion","name":"Aura of Devotion","desc":"You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_oath-of-devotion_holy-nimbus","name":"Holy Nimbus","desc":"As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_oath-of-devotion_sacred-weapon","name":"Sacred Weapon","desc":"When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_oath-of-devotion_smite-of-protection","name":"Smite of Protection","desc":"Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_oath-of-devotion_spells","name":"Oath of Devotion Spells","desc":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Paladin","key":"srd-2024_paladin"},"name":"Oath of Devotion","desc":"*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_wasteland-strider","features":[{"key":"toh_wasteland-strider_call-the-otherworldly","name":"Call the Otherworldly","desc":"At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n  The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_chaotic-strikes","name":"Chaotic Strikes","desc":"When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1  | Fire        | \n| 2  | Cold        | \n| 3  | Lightning   | \n| 4  | Psychic     | \n| 5  | Necrotic    | \n| 6  | Poison      | \n| 7  | Radiant     | \n| 8  | Force       |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_dimensional-step","name":"Dimensional Step","desc":"At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. 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_wasteland-strider_stalwart-psyche","name":"Stalwart Psyche","desc":"Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_wasteland-strider-magic","name":"Wasteland Strider Magic","desc":"Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level  | Spells                     | \n|---------------|----------------------------| \n| 3rd           | *protection from the void* | \n| 5th           | *calm emotions*            | \n| 9th           | *dispel magic*             | \n| 13th          | *banishment*               | \n| 17th          | *hold monster*             |","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":"Wasteland Strider","desc":"A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them … you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_legionary","features":[{"key":"toh_legionary_bonus-proficiency","name":"Bonus Proficiency","desc":"When you choose this archetype at 3rd level, you gain proficiency in the Insight, Nature, or Survival skill (your choice).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_cooperative-strike","name":"Cooperative Strike","desc":"Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_coordinated-fighting","name":"Coordinated Fighting","desc":"Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_massed-fighting","name":"Massed Fighting","desc":"Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.\n  In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_move-as-one","name":"Move As One","desc":"At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_tactical-positioning","name":"Tactical Positioning","desc":"At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_legionary_vigilance","name":"Vigilance","desc":"At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn't provoke opportunity attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Legionary","desc":"A legionary follows the techniques of close-quarters combat developed by soldiers fighting shoulder to shoulder with their allies. This style of fighting spread far and wide, finding an honored place among the armies and mercenary companies of other races. True legionaries scoff at the image of the storybook hero standing alone against impossible odds, knowing together they can face any danger and emerge victorious.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_oath-of-the-guardian","features":[{"key":"toh_oath-of-the-guardian_aura-of-awareness","name":"Aura of Awareness","desc":"Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-guardian_band-of-heroes","name":"Band of Heroes","desc":"At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute: \n* The target is cured of all disease and poison and can't be frightened or poisoned. \n* The target has advantage on Wisdom and Constitution saving throws. \n* The target gains temporary hit points equal to your level.\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-guardian_channel-divinity","name":"Channel Divinity","desc":"When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Inspired Leadership.*** You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.\n\n ***Turn the Wild.*** As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-guardian_hold-the-line","name":"Hold the Line","desc":"At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.\n  You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-guardian_oath-spells","name":"Oath Spells","desc":"You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Guardian Spells (table)**\n| Paladin Level  | Spells                                    | \n|----------------|-------------------------------------------| \n| 3rd            | *litany of sure hands*, *shield of faith* | \n| 5th            | *mantle of the brave*, *spiritual weapon* | \n| 9th            | *beacon of hope*, *invested champion*     | \n| 13th           | *banishment*, *inspiring speech*          | \n| 17th           | *creation*, *hallow*                      |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_oath-of-the-guardian_tenets-of-the-guardian","name":"Tenets of the Guardian","desc":"When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.\n\n***Encourage Prosperity.*** You must work hard to bring joy and prosperity to all around you.\n\n***Preserve Order.*** Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.\n\n***Decisive Action.*** Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Paladin","key":"srd_paladin"},"name":"Oath of the Guardian","desc":"A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_courser-mage","features":[{"key":"toh_courser-mage_multitudinous-arrows","name":"Multitudinous Arrows","desc":"Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action with a longbow or shortbow on your turn. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can't cast spells other than cantrips until the end of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_courser-mage_pinpoint-weakness","name":"Pinpoint Weakness","desc":"At 10th level, when you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature has advantage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_courser-mage_spell-arrow","name":"Spell Arrow","desc":"Beginning at 6th level, you can imbue an arrow you fire from a longbow or shortbow with magical energy. As a bonus action, you can expend a 1st-level spell slot to cause the next arrow you fire to magically deal an extra 2d4 force damage to the target on a hit. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_courser-mage_stalking-savant","name":"Stalking Savant","desc":"At 2nd level, you gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_courser-mage_unseen-assailant","name":"Unseen Assailant","desc":"Starting at 2nd level, as a bonus action, you can choose a target you can see within 60 feet of you and become invisible to that target until the start of your next turn. Once the effect ends, you can't use this feature on that target again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"Courser Mage","desc":"A tradition more focused on stalking prey than reading dozens of books, courser mages generally choose more subtle spells that aid in finding or hiding from their enemies. They learn to imbue their arrows with spell energy to deliver more deadly shots.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_oath-of-the-plaguetouched","features":[{"key":"toh_oath-of-the-plaguetouched_aura-of-radiant-energy","name":"Aura of Radiant Energy","desc":"Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage. At 18th level, the range of this aura increases to 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_bulwark-against-death-and-disease","name":"Bulwark Against Death and Disease","desc":"Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_channel-divinity","name":"Channel Divinity","desc":"When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Protective Aura.*** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.\n\n ***Turn Undead.*** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_oath-spells","name":"Oath Spells","desc":"You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Plaguetouched Spells (table)**\n| Paladin Level  | Spells                                  | \n|----------------|-----------------------------------------| \n| 3rd            | *bane*, *protection from evil and good* | \n| 5th            | *enhance ability*, *lesser restoration* | \n| 9th            | *life from death*, *remove curse*       | \n| 13th           | *blight*, *freedom of movement*         | \n| 17th           | *greater restoration*, *hold monster*   |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_restriction-non-darakhul","name":"Restriction: Non-Darakhul","desc":"You can choose this paladin sacred oath only if you are not a darakhul.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_scourge-of-undeath","name":"Scourge of Undeath","desc":"At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: \n* The bright light shed by your Protective Aura is sunlight. \n* You have advantage on attack rolls against undead. \n* An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"toh_oath-of-the-plaguetouched_tenets-of-the-plaguetouched","name":"Tenets of the Plaguetouched","desc":"Paladins following the Oath of the Plaguetouched share these tenets.\n\n ***Bravery.*** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.\n\n ***Stop the Spread of Undeath.*** Fight to ensure the undead don't snuff out the light of life in the world.\n\n ***Relentless.*** Creatures of undeath never tire; you must remain vigilant.\n\n ***Mercy.*** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Paladin","key":"srd_paladin"},"name":"Oath of the Plaguetouched","desc":"After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal— darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.\n\nThat prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_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_path-of-booming-magnificence","features":[{"key":"toh_path-of-booming-magnificence_lions-glory","name":"Lion's Glory","desc":"Starting at 6th level, when you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-booming-magnificence_resonant-bellow","name":"Resonant Bellow","desc":"At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can't use this feature again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-booming-magnificence_roar-of-defiance","name":"Roar of Defiance","desc":"Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.\n  Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can't use this feature on that creature again during this rage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-booming-magnificence_running-leap","name":"Running Leap","desc":"At 3rd level, while you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet equal to your Strength score. With a 10-foot running start, you can long jump a number of feet equal to twice your Strength score.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-booming-magnificence_victorious-roar","name":"Victorious Roar","desc":"At 14th level, you exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn't frightened.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of Booming Magnificence","desc":"Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_college-of-sincerity","features":[{"key":"toh_college-of-sincerity_artist-of-renown","name":"Artist of Renown","desc":"At 14th level, you can expend a Bardic Inspiration die to cast an enchantment spell you don't know using one of your spell slots. When you do so, you must be able to meet all of the spell's requirements, and you must have an available spell slot of sufficient level.\n  You can't use your Font of Inspiration feature to regain Bardic Inspiration dice expended to cast spells with this feature after a short rest. Bardic Inspiration dice expended by this feature are regained only after you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-sincerity_entourage","name":"Entourage","desc":"When you join the College of Sincerity at 3rd level, you gain the service of two commoners. Your entourage is considered charmed by you and travels with you to see to your mundane needs, such as making your meals and doing your laundry. If you are in an urban area, they act as your messengers and gofers. When you put on a performance, they speak your praises and rouse the crowd to applause. In exchange for their service, you must provide your entourage a place to live and pay the costs for them to share the same lifestyle as you.\n  Your entourage doesn't join combat or venture into obviously dangerous areas or situations. If you or your companions abuse or mistreat your entourage, they leave your service immediately. If this occurs, you can gain the service of a new entourage by traveling to a different urban area where you must perform at least 1 hour each day for one week.\n  You gain another commoner at 6th level, and a final one at 14th level. If you prefer, instead of gaining a new commoner at 6th level, one member of your entourage can become a guard. At 14th level, if you have a guard, it can become your choice of a spy or veteran, instead of taking on a new commoner. If one member of your entourage becomes a guard, spy, or veteran, that person accompanies you into dangerous situations, but they only use the Help action to aid you, unless you use a bonus action to direct them to take a specific action. At the GM's discretion, you can replace the guard with another humanoid of CR 1/8 or lower, the spy with another humanoid of CR 1 or lower, and the veteran with another humanoid of CR 3 or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-sincerity_kind-eyed-smile","name":"Kind-Eyed Smile","desc":"Also at 3rd level, when you cast an enchantment spell, such as *charm person*, your target remains unaware of your attempt to affect its mind, regardless of the result of its saving throw. When the duration of an enchantment spell you cast ends, your target remains unaware that you enchanted it. If the description of the spell you cast states the creature is aware you influenced it with magic, it isn't aware you enchanted it unless it succeeds on a Charisma saving throw against your spell save DC.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-sincerity_lingering-presence","name":"Lingering Presence","desc":"Starting at 6th level, if a creature fails a saving throw against an enchantment or illusion spell you cast, it has disadvantage on subsequent saving throws it makes to overcome the effects of your spell. For example, a creature affected by your *hold person* spell has disadvantage on the saving throw it makes at the end of each of its turns to end the paralyzed effect.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"srd_bard"},"name":"College of Sincerity","desc":"Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_college-of-tactics","features":[{"key":"toh_college-of-tactics_ablative-inspiration","name":"Ablative Inspiration","desc":"Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the *fireball* spell or a dragon's breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell's power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-tactics_combat-tactician","name":"Combat Tactician","desc":"When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice. In addition, you can use Bardic Inspiration a number of times equal to your Charisma modifier (a minimum of 1) + your proficiency bonus. You regain expended uses when you finish a long rest (or short rest if you have the Font of Inspiration feature), as normal.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-tactics_setting-the-board","name":"Setting the Board","desc":"Also at 3rd level, you can move your allies into more advantageous positions, just as a general moves troop markers on a map. As a bonus action, you can command up to three willing allies who can see or hear you to use a reaction to move. Each target can move up to half its speed. This movement doesn't provoke opportunity attacks.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-tactics_song-of-strategy","name":"Song of Strategy","desc":"Beginning at 6th level, you can share your tactical knowledge with your allies in the heat of battle. A creature that has a Bardic Inspiration die from you can roll that die and perform one of the following strategies. For the purpose of these strategies, “you” refers to the creature with the Bardic Inspiration die.\n\n***Bait and Bleed.*** If you take the Dodge action, you can make one melee attack against a creature that is within 5 feet of you, adding the number rolled to your attack roll.\n\n***Counter Offensive.*** If you take damage from a creature, you can use your reaction to make one attack against your attacker, adding the number rolled to your attack roll. You can't use this strategy if the attacker is outside your weapon's normal range or reach.\n\n***Distraction.*** You can take the Disengage action as a bonus action, increasing your speed by 5 feet *x* the number rolled.\n\n***Frightening Charge.*** If you take the Dash action, you can make one melee attack at the end of the movement, adding the number rolled to your attack roll. If the attack is a critical hit, the target is frightened until the start of your next turn.\n\n***Hold Steady.*** If you take the Ready action and the trigger for the readied action doesn't occur, you can make one weapon or spell attack roll after all other creatures have acted in the round, adding the number rolled to the attack roll.\n\n***Indirect Approach.*** If you take the Help action to aid a friendly creature in attacking a creature within 5 feet of you, the friendly creature can add the number rolled to their attack roll against the target, and each other friendly creature within 5 feet of you has advantage on its first attack roll against the target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"srd_bard"},"name":"College of Tactics","desc":"Bards of the College of Tactics are calculating strategists who scour historical records of famous battles for tricks they can use to give their own troops, and those of their patrons, an edge on the battlefield. Members of this college travel from war zone to combat site and interview the veterans of those engagements, trying to discern how the victors won the day and leveraging that information for their personal glory.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_college-of-investigation","features":[{"key":"toh_college-of-investigation_bardic-instinct","name":"Bardic Instinct","desc":"Starting at 6th level, you can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature's attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-investigation_bonus-proficiencies","name":"Bonus Proficiencies","desc":"When you join the College of Investigation at 3rd level, you gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-investigation_hot-pursuit","name":"Hot Pursuit","desc":"Starting at 14th level, when a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.\n  In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark's attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_college-of-investigation_quick-read","name":"Quick Read","desc":"At 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes' strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature's Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits: \n* The target has disadvantage on attack rolls against you for 1 minute. \n* You have advantage on saving throws against the target's spells and magical effects for 1 minute. \n* You have advantage on attack rolls against the target for 1 minute.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"srd_bard"},"name":"College of Investigation","desc":"Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_college-of-lore","features":[{"key":"bfrd_bard-lore_bardic-performance-ode-to-heroes","name":"Bardic Performance: Ode to Heroes","desc":"You gain the following Bardic Performance option.\n\n## Bardic Performance: Ode to Heroes\n\nYou invoke songs and stories of legend to inspire your allies to new heights of heroism and to intimidate your foes. When you use your Bardic Performance feature, choose STR, DEX, CON, INT, WIS, or CHA. While your performance lasts, allies within range have advantage on ability checks that use that ability and enemies within range have disadvantage on ability checks that use that ability.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard-lore_expanded-talent-list","name":"Expanded Talent List","desc":"When you gain a new talent, you can select it from either the magic or the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard-lore_jack-of-all-trades","name":"Jack of All Trades","desc":"You make it your business to collect lessons and practical guidance from the stories, songs, and cultures you encounter. You can add half your PB, rounded down, to any ability check you make that doesn't already include your PB.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard-lore_swift-ritual","name":"Swift Ritual","desc":"You can cast an Arcane ritual you know as an action, instead of using the ritual's listed casting time. You must still provide all other components necessary for the casting. Once used, you can't use this feature again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard-lore_magical-rites","name":"Magical Rites","desc":"You learn two ritual spells of your choice from any source list. Each spell you choose must be of a circle for which you have spell slots, as shown in the Bard Progression table.\n\nThe chosen rituals count as Arcane spells for you and aren't included in the number in the Rituals Known column of the Bard Progression table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard-lore_peerless-skill","name":"Peerless Skill","desc":"When you make an ability check and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your ability check. If you succeed on the check, you get to keep the Bardic Inspiration die, but if you fail the check, the die is expended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Bard","key":"bfrd_bard"},"name":"College of Lore","desc":"Bards who align with the college of Lore value knowledge most highly. Many from this college are preoccupied with preserving ancient rituals, folklore, and stories—or recovering such things that were lost. These bards glean wisdom from all manner of cultures and sources, allowing them to utilize their magic and talents in novel ways.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_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_path-of-hellfire","features":[],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of Hellfire","desc":"Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.\n\nWhile some of these barbarians are enlisted to support the devils' interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_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_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":[]}}]}