{"count":182,"next":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=key&page=2","previous":null,"results":[{"key":"a5e_gambling-general","features":[{"key":"a5e_gambling-general_daring-commander","name":"Daring Commander","desc":"At 3rd level when you select this archetype, choose one of the following:\n\n## Daring Assault\nWhile you are conscious, any ally within your Commanding Presence that makes an attack roll can choose to roll with a -5 penalty. If the attack hits, the attack deals an extra 2d6 damage. At 15th level, the amount of extra damage increases to 3d6.\n\n## Daring Charge\nWhile you are conscious, an ally that starts its turn within your Commanding Presence can use an action to move up to twice its Speed in a straight line and take the Attack action. Until the end of that ally's next turn, creatures they did not attack on their turn have advantage on attack rolls against them","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_gambling-general_defensive-measures","name":"Defensive Measures","desc":"At 7th level, choose one of the following.\n\n## Desperate Avoidance\nWhen you make a saving throw, you can choose to make the saving throw with advantage. If you do, you make attack rolls with disadvantage until the end of your next turn. Once you use this feature, you can't do so again until you finish a rest.\n\n## Frantic Avoidance\nWhen you would make a saving throw against an area effect, you can use your reaction to move up to half your Speed. If you end your movement outside the area, it has no effect on you. Once you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"a5e_gambling-general_hold-the-line","name":"Hold the Line","desc":"At 11th level, choose one of the following.\n\n## Stand Firm\nWhile you are conscious, when an ally within your Commanding Presence would make a saving throw against an effect that deals half damage on a success, that ally can choose to make the saving throw with disadvantage. If they do and the saving throw succeeds, the ally takes no damage instead.\n\n## Stand Strong\nWhile you are conscious, when an ally within your Commanding Presence is hit by a melee weapon attack, they can use their reaction to make a melee weapon attack against the creature that attacked them.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"a5e_gambling-general_risky-tactics","name":"Risky Tactics","desc":"At 15th level, choose one of the following.\n\n## Risky Gambit\nYou can use a bonus action to choose one willing creature within your Commanding Presence. The target immediately provokes an opportunity attack from one creature that can reach it. If the creature makes the opportunity attack,attack rolls against that creature are made with advantage until the start of your next turn.\n\n## Risky Foray\nWhen a creature starts its turn within your Commanding Presence, you can use your reaction to spur them into violent action. Until the start of its next turn, your ally gains an expertise die on melee weapon attacks, and creatures gain an expertise die on melee weapon attack rolls against it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"a5e_gambling-general_canny-adversary","name":"Canny Adversary","desc":"At 18th level, choose one of the following.\n\n## Feinting Retreat\nWhen you take the Disengage action, until the start of your next turn, whenever a creature you choose ends its movement within your Commanding Presence, it provokes an opportunity attack.\n\n## Lay the Trap\nWhile you are conscious, whenever a creature makes an attack roll against you and misses, you and one creature you choose have advantage on the next attack roll they make against the triggering creature before the end of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"saving_throws":[],"subclass_of":{"name":"Marshal","key":"a5e_marshal"},"name":"Gambling General","desc":"","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"a5e_marshal","features":[{"key":"a5e_marshal_proficiency-bonus","name":"Proficiency Bonus","desc":"","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"a5e_marshal_commanding-presence-range","name":"Commanding Presence","desc":"","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"10 feet"},{"level":10,"column_value":"30 feet"},{"level":11,"column_value":"30 feet"},{"level":12,"column_value":"30 feet"},{"level":13,"column_value":"30 feet"},{"level":14,"column_value":"10 feet"},{"level":15,"column_value":"45 feet"},{"level":16,"column_value":"45 feet"},{"level":17,"column_value":"45 feet"},{"level":18,"column_value":"45 feet"},{"level":19,"column_value":"45 feet"},{"level":2,"column_value":"10 feet"},{"level":20,"column_value":"60 feet"},{"level":3,"column_value":"10 feet"},{"level":4,"column_value":"10 feet"},{"level":5,"column_value":"20 feet"},{"level":6,"column_value":"20 feet"},{"level":7,"column_value":"20 feet"},{"level":8,"column_value":"20 feet"},{"level":9,"column_value":"20 feet"}]},{"key":"a5e_marshal_follower-count","name":"Followers","desc":"","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"4"},{"level":5,"column_value":"1"},{"level":6,"column_value":"1"},{"level":7,"column_value":"1"},{"level":8,"column_value":"1"},{"level":9,"column_value":"1"}]},{"key":"a5e_marshal_maneuvers-known","name":"Maneuvers Known","desc":"","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"6"},{"level":11,"column_value":"7"},{"level":12,"column_value":"7"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"10"},{"level":18,"column_value":"10"},{"level":19,"column_value":"11"},{"level":2,"column_value":"2"},{"level":20,"column_value":"11"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"}]},{"key":"a5e_marshal_maneuver-degree","name":"Maneuver Degree","desc":"","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"3rd"},{"level":11,"column_value":"3rd"},{"level":12,"column_value":"4th"},{"level":13,"column_value":"4th"},{"level":14,"column_value":"4th"},{"level":15,"column_value":"4th"},{"level":16,"column_value":"5th"},{"level":17,"column_value":"5th"},{"level":18,"column_value":"5th"},{"level":19,"column_value":"5th"},{"level":2,"column_value":"1st"},{"level":20,"column_value":"5th"},{"level":3,"column_value":"1st"},{"level":4,"column_value":"2nd"},{"level":5,"column_value":"2nd"},{"level":6,"column_value":"2nd"},{"level":7,"column_value":"2nd"},{"level":8,"column_value":"3rd"},{"level":9,"column_value":"3rd"}]},{"key":"a5e_marshal_lessons-known","name":"Lessons Known","desc":"","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"1"},{"level":20,"column_value":"5"},{"level":3,"column_value":"1"},{"level":4,"column_value":"1"},{"level":5,"column_value":"1"},{"level":6,"column_value":"2"},{"level":7,"column_value":"2"},{"level":8,"column_value":"2"},{"level":9,"column_value":"2"}]},{"key":"a5e_marshal_ability-score-improvement","name":"Ability Score Improvement","desc":"At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1, to a maximum of 20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, heavy armor, shields\n**Weapons:** Simple weapons, martial weapons\n**Tools:** None\n**Saving Throws:** Wisdom, Charisma\n**Skills:** Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"a5e_marshal_starting-equipment","name":"Equipment","desc":"You begin the game with 200 gp. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.\n\n- **Skirmisher’s Set (Cost 193 gp):** 6 javelins, longsword, hauberk, light shield, explorer's pack\n- **Soldier's Set (Cost 111 gp):** Battleaxe, scimitar, 2 spears,longbow and quiver with 20 arrows, padded leather, dungeoneer's pack","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"a5e_marshal_commanding-presence","name":"Commanding Presence","desc":"Starting at 1st level, you have a Commanding Presence that extends from you in a 10-foot radius.\n\nWhen you take the Attack action, you can forgo making one attack to allow a creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.\n\nThe radius of your Commanding Presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_rallying-surge","name":"Rallying Surge","desc":"Also starting at 1st level, you can use a bonus action to choose a creature within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again\n\nYou can target two creatures simultaneously with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_combat-maneuvers","name":"Combat Maneuvers","desc":"At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.\n\nYou gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.\n\nAdditionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_lessons-of-war","name":"Lessons of War","desc":"Also at 2nd level, you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_marshal-archetype","name":"Marshal Archetype","desc":"At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_mark-foe","name":"Mark Foe","desc":"Also at 3rd level, you can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_combat-directives","name":"Combat Directives","desc":"Starting at 5th level, you learn one combat maneuver from the Sanguine Knot tradition. The degree of this maneuver can't be higher than the highest-degree maneuver you can learn. This combat maneuver does not count against the number of combat maneuvers that you know.\n\nIn addition, when a creature makes an attack granted by your Commanding Presence, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it can't benefit from Combat Directives again until it finishes a rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_extra-attack","name":"Extra Attack","desc":"Starting at 5th level, when you take the Attack action on your turn, you can attack twice instead of once. At 11th level, you can attack three times instead of once.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"two attacks"},{"level":11,"detail":"three attacks"}],"data_for_class_table":[]},{"key":"a5e_marshal_followers","name":"Followers","desc":"At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower, or one of your followers becomes more experienced. If one of your followers dies, after 1 month you receive word that their replacement is ready to join you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_call-to-arms","name":"Call to Arms","desc":"Beginning at 6th level, when you roll initiative, you and each creature you choose within your Commanding Presence gains anexpertise die to their initiative roll.\n\nAdditionally, when you roll for initiative, you can switch your result with that of any ally you can see.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_marshal-renown","name":"Marshal Renown","desc":"At 6th level, you add half your proficiency bonus to your Prestige rating.\n\nIn addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement, people treat you accordingly. At the Narrator's discretion, there may be settlements (such as an enemy's war camp) where you can't utilize this feature. Choose one of the following:\n\n## Famous\nWhen you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make\n\n## Infamous\nWhen you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local, they rapidly tell you whatever details they think you might want to know. In addition, you gain an expertise die on Intimidation checks.\n\n## Maverick\nWhen you arrive in a settlement, after you reveal who you are, the local watch starts keeping an eye on you. Heads of illegal organizations might introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you're up to no good and are quick to leave their posts to follow you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_versatile-exploration","name":"Versatile Exploration","desc":"Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_spur-ally","name":"Spur Ally","desc":"Beginning at 9th level, once per long rest, when a creature you can see that can hear or see you fails an ability check or saving throw, you can use your reaction to allow them to reroll the triggering ability check or saving throw.\n\nStarting at 13th level, you regain use of this feature after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_expanded-directives","name":"Expanded Directives","desc":"Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.\n\nAt 15th level, choose a second tradition that you know combat maneuvers from.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_rouse-the-troops","name":"Rouse the Troops","desc":"Also starting at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each creature of your choice that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest. In addition, each creature spends at least one Hit Die in this way can remove one level of fatigue or strife it is currently suffering. Once a creature has removed a level of fatigue or strife in this way, it can't do so again until it finishes a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_commanding-demeanor","name":"Commanding Demeanor","desc":"Starting at 12th level, the lessons you've learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:\n\n## Calm\nWhen you first meet an NPC, you can choose to remain silent and communicate through nonverbal cues. So long as the NPC has a CR lower than your level, you remain silent for 1 minute, and the NPC stays within sight of you for the duration, they act as if you succeeded on an Intimidation check.\n\nIn addition, you gain an expertise die on Insight checks.\n\n## Resolute\nWhenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.\n\n## Responsive\nWhen you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don't. In addition, you gain an expertise die on Persuasion checks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_dauntless","name":"Dauntless","desc":"Starting at 13th level, you and creatures you choose have advantage on saving throws against the charmed or frightened conditions while within your Commanding Presence.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_stronghold","name":"Stronghold","desc":"Also at 13th level, you gain an average, grade 4 stronghold (castle, house, or training hall). Unlike normal strongholds, you can't sell this stronghold","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_advantageous-action","name":"Advantageous Action","desc":"Starting at 14th level, you can use the Help action as a bonus action. In addition, when you take the Help action, choose one of the following effects:\n\n- One frightened creature within 30 feet that can hear or see you is no longer frightened.\n- One creature within 5 feet gains temporary hit points equal to your Charisma modifier (minimum 1).\n- You touch a living creature that has 0 hit points. The creature regains 1 hit point.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_greater-stronghold","name":"Greater Stronghold","desc":"At 16th level, your stronghold is upgraded to grade 5.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":16,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_critical-weakness","name":"Critical Weakness","desc":"Beginning at 17th level, you can focus your mind to identify any enemy's weaknesses. Once per rest, you can use a bonus action to choose one creature you can see within 60 feet and expose a flaw in its defenses. Until the end of your next turn, any creature that can hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_impresive-reputation","name":"Impressive Reputation","desc":"Starting at 18th level, you choose one of the following:\n\n## Hero\nNobles and royalty treat you as an equal, granting you free food, lodging, and a place in their court for a number of days up to your marshal level.\n\n## Iconoclast\nWhenever you arrive in a settlement, you are visited by 1d4+1 bards, scholars, and sages who ask you to recount your recent exploits. In exchange, they each either share a piece of information they think might be relevant to your current quest or make an Intelligence, Wisdom, or Charisma check (with a +5 bonus) to answer a specific question on your behalf.\n\n## Slaughterer\nBandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_legendary-commander","name":"Legendary Commander","desc":"At 20th level, creatures within your Commanding Presence add your Charisma modifier (minimum 1) to saving throws. Additionally, choose one of the following:\n\n## Commander's Expertise\nWhenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.\n\n## Feedback Loop\nWhenever a creature uses your Commanding Presence and successfully hits a target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.\n\n## Rapid Deployment\nAfter initiative is rolled and until combat ends, your Speed increases by 20 feet, and creatures you choose that can see or hear you increase their Speed by 20 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_supreme-stronghold","name":"Supreme Stronghold","desc":"Also at 20th level, your stronghold is upgraded to grade 6.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_lessons-of-war-list","name":"Lessons of War","desc":"When you gain access to a new lesson of war, choose one of the following.\n\n### Exacting\nYou gain proficiency with navigator's tools, or if you're already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator's tools check to travel an additional number of miles equal to your proficiency bonus.\n\n### Keep Walking\nOnce between long rests, you can choose a number of allies equal to twice your proficiency bonus who can hear or see you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.\n\n### Lay of the Land\nBy spending 10 minutes observing the area in a 2-mile radius, you can spend 2 exertion points to pick out where there are choke points, large swaths of cover, watercourses, vegetation that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, as well as on checks made to prepare an ambush or realize you are being ambushed.\n\n### Rewarding Repute\nWhenever you visit a settlement, the commoners there tell you all the valuable information they can about their home, including the history of nearby ruins, the general features of the immediate wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.\n\n### Soldier Kitting\nYou and a number of creatures equal to your proficiency bonus can carry one additional bulky item.\n\n### Team Tactics\nWhen more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.\n\n### Teamwork\nWhen you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Marshal level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per marshal level after 1st"},"document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"saving_throws":[{"name":"Constitution"},{"name":"Wisdom"}],"subclass_of":null,"name":"Marshal","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"a5e_swift-strategist","features":[{"key":"a5e_swift-strategist_make-haste","name":"Make Haste","desc":"At 3rd level when you select this archetype, choose one of the following.\n\n## Fast Feet\nWhenever a creature starts its turn within your Commanding Presence, you can choose to increase that creature's Speed by 5 feet until the end of its turn.\n\n## Fast Retreat\nOnce per round when you take the Attack action, you can forgo making one attack to allow a creature within your Commanding Presence to move up to half its Speed without provoking opportunity attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_swift-strategist_skirmisher","name":"Skirmisher","desc":"Also at 3rd level, you increase your speed by 10 feet whenever you're wearing light or no armor and not wielding a shield. In addition, when your movement would provoke an opportunity attack, you impose disadvantage on the attack roll made against you.\n\nAt 15th level, the increase to your speed becomes 20 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_swift-strategist_nimble-troops","name":"Nimble Troops","desc":"At 7th level, choose either Acrobatics or Athletics. Creatures you choose within your Commanding Presence add your Charisma modifier (minimum +1) to checks using the chosen skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"a5e_swift-strategist_glorious-sacrifice","name":"Glorious Sacrifice","desc":"At 11th level, choose one of the following:\n\n## Miraculous Protector\nWhen a creature within your Commanding Presence is critically hit, you can use your reaction to become the target of the attack instead. Once you have used this feature, you cannot do so again until you finish a rest.\n\n## Take Cover\nWhen you and at least one other creature within your Commanding Presence would make a saving throw, you can choose to make your saving throw with disadvantage. If you do, creatures you choose within your Commanding Presence make that saving throw with advantage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"a5e_swift-strategist_portentous-escape","name":"Portentous Escape","desc":"At 15th level, choose one of the following:\n\n## Fortifying Encouragement\nWhenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see or hear you, it the target gains temporary hit points equal to 5 + your Charisma modifier.\n\n## Get Them Out\nWhen a creature within your Commanding Presence would make a saving throw against an area effect, you can use your reaction to shout at them, and that creature can use its reaction to move up to half its Speed. If the creature ends its movement outside the area, the area effect has no effect on them. Once you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"a5e_swift-strategist_unbound-horde","name":"Unbound Horde","desc":"At 18th level, choose one of the following.\n\n## Among the Ranks\nCreatures you choose have disadvantage on opportunity attacks made against creatures within your Commanding Presence\n\n## March Together\nThe first time you move on your turn, each creature you choose that is within your Commanding Presence can use its reaction to move up to 10 feet, provided the creature's Speed is at least 10 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"saving_throws":[],"subclass_of":{"name":"Marshal","key":"a5e_marshal"},"name":"Swift Strategist","desc":"","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"a5e_talented-tactician","features":[{"key":"a5e_talented-tactician_tactical-edge","name":"Tactical Edge","desc":"Starting at 3rd level when you choose this archetype, whenever you roll initiative, you gain a tactics die, which is a d4. While you have this die, when a creature within 60 feet that can hear or see you would make an attack, you can roll the tactics die and add the result to that creature's attack roll. Once rolled, the tactics die is lost until you regain it at the start of your next turn. The tactics die disappears when the combat ends.\n\nIf you start your turn and no one has rolled the tactics die, you can trade out the die for a die of the next larger size, such that a d4 becomes a d6, a d6 becomes a d8, and so on, up to a maximum of d12.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_talented-tactician_student-of-war","name":"Student of War","desc":"At 7th level, choose either Culture, History, or Nature. You gain proficiency in the chosen skill and an expertise die on checks made using that skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"a5e_talented-tactician_operations-leader","name":"Operations Leader","desc":"Starting at 11th level, you devise a set of communication cues. Any creature with whom you've shared these cues—usually taking 10 minutes of discussion and practice—does not need to share a language with you to benefit from this feature.\n\nAdditionally, you can use a bonus action on your turn to spend 5 exertion points and make it easier for you and your allies to help each other with certain skills. For the next 10 minutes, your chosen allies can take theHelp action as a bonus action to help each other. This coordination requires you to maintain concentration (as if concentrating on a spell), and both chosen creatures—the one helping and the one making the ability check—must be within 30 feet of you at the time the ability check is made.\n\nEach turn, you can use your bonus action to change which creatures benefit from the coordination each turn. The skills that can benefit from this feature are Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Stealth, and Survival.\n\nIf you have proficiency in Stealth, this coordination can happen silently via surreptitious signals. If you have proficiency in Deception, this coordination can happen as a series of code words interspersed with other conversation. An onlooker needs to succeed on an Insight check contested by your ability check—whether Stealth or Deception—to realize the coordination is taking place.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"a5e_talented-tactician_superior-tactics","name":"Superior Tactics","desc":"At 15th level, choose one of the following.\n\n## More Tactical\n\nWhenever you gain a tactics die, you gain an additional tactics die, to a maximum of two dice. The second tactics die can be used like the first and increases size in the manner described under the Tactical Edge class feature.\n\n## Tactical Efficacy\nYour tactics die begins at d6. When you reach 20th level, your tactics die begins at d8. After the tactics die is rolled, when regained it reverts to a d4.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"a5e_talented-tactician_hidden-resources","name":"Hidden Resources","desc":"At 18th level, choose one of the following.\n\n## Dig Deeper\nYou can use a bonus action on your turn to allow a creature to regain the use of an origin trait or class feature that would normally be regained by finishing a short rest. You can use this feature twice, and you regain all expended uses when you finish a long rest.\n\n## Reach Further\nWhile you are conscious, when a creature you choose within the radius of your Commanding Presence would drop to 0 hit points, that creature can use its reaction to roll your tactics die and gain temporary hit points equal to the result plus your Charisma modifier (minimum 1). Once a creature has benefited from your tactics die in this way, it can't do so again until it finishes a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"saving_throws":[],"subclass_of":{"name":"Marshal","key":"a5e_marshal"},"name":"Talented Tactician","desc":"","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_barbarian","features":[{"key":"bfrd_barbarian_core-traits","name":"Core Barbarian Traits","desc":"|||\n|---|---|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a greataxe or (B) any martial melee weapon; (A) two handaxes or (B) any simple weapon; plus an explorer's pack and four javelins|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_barbarian_rage","name":"Rage","desc":"In battle, you fight with primal ferocity. On your turn, you can rage as a bonus action.\n\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\n- You have advantage on STR ability checks and saves.\n- When you make a melee weapon attack using STR, you gain a bonus to the damage roll, which increases as you gain levels as a barbarian (as shown in the Rage Damage column of the Barbarian Progression table). The damage type of this extra damage matches that of the weapon used to deal it.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nIf you can cast spells, you can't cast them or concentrate on them while raging.\n\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage from a hostile creature since the start of your last turn. You can also end your rage early with a bonus action on your turn.\n\nYou can rage a number of times equal to the number listed in the Barbarian Progression table. You regain all expended uses of Rage when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you aren't wearing any armor, your AC equals 13 + your CON modifier. (DEX doesn't factor into your AC for this class feature.) You can use a shield and still gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_danger-sense","name":"Danger Sense","desc":"You gain an uncanny sense of impending danger, giving you an edge when avoiding harm. You have advantage on DEX saves while you aren't blinded, deafened, or incapacitated.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_reckless-attack","name":"Reckless Attack","desc":"You can throw aside concern for defense in favor of ferocious attack. When you make an attack on your turn, you can decide to do it recklessly. Doing so gives you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_barbarian-subclass","name":"Barbarian Subclass","desc":"Choose a subclass that reflects the path you walk, either Berserker or Wild Fury (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_fast-movement","name":"Fast Movement","desc":"Your speed increases by 10 feet while you aren't wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"2/Attack Action"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_feral-instinct","name":"Feral Instinct","desc":"Your honed instincts give you advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, if you enter a rage before doing anything else on that turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_brutal-critical","name":"Brutal Critical","desc":"You score a critical hit on a d20 roll of 19 or 20 with melee weapons and unarmed strikes. You also roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\n\nThis extra damage increases to two additional dice at 13th level and three additional dice at 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":"1 Die"},{"level":13,"detail":"2 Dice"},{"level":17,"detail":"3 Dice"}],"data_for_class_table":[]},{"key":"bfrd_barbarian_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the barbarian's path grants you a powerful ability. Choose one of the following heroic boons:\n- **Instant Rage.** You can rage (no bonus action required) when you roll initiative and use your Fast Movement feature, if you have at least one use of Rage left to expend.\n- **Stubborn Rage.** Your rage ends only when its duration expires, you fall unconscious, or you choose to end it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_relentless-rage","name":"Relentless Rage","desc":"Your rage lets you shrug off even lethal wounds. While raging, if you are reduced to 0 hit points, you can make a DC 10 CON save. On a success, you don't fall unconscious until your current rage ends. You still make death saves and can be killed outright if you take damage from a single source equal to your hit point maximum. Even if you fail three death saves during your rage, you only die if you end your turn with 0 hit points.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_unyielding-might","name":"Unyielding Might","desc":"You have perfected the application of might and mettle. You gain the following benefits:\n- When you make an ability check or save using STR or CON, treat any d20 roll of 9 or lower as a 10.\n- Your melee weapon attacks deal additional damage, equal to your STR score, to objects and structures.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_epic-boon","name":"Epic Boon","desc":"Your commitment to the barbarian's path grants you a powerful new ability. You gain the following epic boon:\n- **Primal Champion.** You embody untamed power. Your STR and CON scores each increase by 4. Your maximum for those scores is now 24.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_barbarian_rages","name":"Rages","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":20,"column_value":"Unlimited"}]},{"key":"bfrd_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":20,"column_value":"+5"}]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_bard","features":[{"key":"bfrd_bard_core-traits","name":"Core Bard Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Any three skills of your choice|\n|Weapon Proficiencies|Simple weapons, martial weapons with the Finesse property|\n|Tool Proficiencies|One type of musical instrument and two other tools of your choice|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) a rapier or (B) any simple weapon; (A) a diplomat's pack or (B) an entertainer's pack; (A) a musical instrument or (B) a different tool you are proficient with; plus Leather armor and a dagger|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6.\n\nOnce within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\n\nYou can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest.\n\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":5,"detail":"d8"},{"level":9,"detail":"d10"},{"level":14,"detail":"d12"}],"data_for_class_table":[]},{"key":"bfrd_bard_spellcasting","name":"Spellcasting","desc":"As a conduit for arcane power, you can cast Arcane spells.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Bard Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Bard Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose four 1st-circle spells that you know. Three of these spells must be from the Arcane spell list, but the fourth can be from any source spell list. Regardless of its source, it is an Arcane spell for you.\n\nThe Spells Known column of the Bard Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a bard, you can learn one new Arcane spell of 1st or 2nd circle. The Magical Secrets feature also lets you learn spells from other sources at certain levels.\n\nIn addition, when you gain a level of bard, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n## Rituals\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from any spell list—Arcane, Divine, Primordial, or Wyrd. Regardless of its source, it becomes an Arcane spell for you. You choose more rituals to learn at higher levels, as shown in the Rituals Known column of the Bard Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n## Spellcasting Focus\n\nYou can use a musical instrument or an arcane focus as a spellcasting focus for your Arcane spells. At your GM's discretion, you can use a suitable tool or object from a different tool kit you are proficient with as a spellcasting focus instead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-performance","name":"Bardic Performance","desc":"You weave magic into ongoing performances to produce effects beyond spells. You start with two effects: Celebrate Life and Cutting Words. You gain a new effect at 6th level, and some bard subclasses grant additional effects. Unless stated otherwise, targets must be within 30 feet of you and be able to hear or see you (depending on the type of performance) to be affected.\n\nAs an action, you can use your Bardic Performance feature, choosing which performance effect you create when you do so. Once active, you can continue the performance for up to 1 minute, as long as you spend a bonus action at the start of each of your subsequent turns to maintain it. You can also choose to use your Bardic Inspiration feature as part of the same bonus action required to maintain this performance.\n\nYour performance ends early if you become incapacitated, silenced, use an action to begin a new performance, or choose to end the effect (no action required by you to do so).\n\nYou can use your Bardic Performance feature to start a new performance a number of times equal to your PB, regaining all expended uses when you finish a long rest.\n\n**Bardic Performance: Celebrate Life.** At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.\n\nIn addition, allies within range have advantage on death saves, though they don't need to see or hear you to receive this benefit.\n\n**Bardic Performance: Cutting Words.** At 2nd level you gain a special reaction while your Bardic Performance feature is active. When a creature within range that you can see makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of your Bardic Inspiration feature, rolling the die and subtracting the number rolled from the creature's roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_bardic-performance-clarity-of-thought","name":"Bardic Performance: Clarity of Thought","desc":"Starting at 6th level, you gain this Bardic Performance option.\n\nWhile using your Bardic Performance feature, allies within 30 feet of you can't be charmed and have advantage on saves against being frightened. If an ally within range is already charmed or frightened when you begin your performance, it has advantage on any saves it makes to end the effect as long as your performance continues.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_expertise","name":"Expertise","desc":"Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your PB for any ability check you make that uses either of the chosen proficiencies.\n\nAt 6th level, you can choose two more of your proficiencies (any combination of skills or tools) to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"4"}],"data_for_class_table":[]},{"key":"bfrd_bard_bard-subclass","name":"Bard Subclass","desc":"Choose a subclass that reflects the college you align with, either Lore or Victory (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_bard_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_font-of-inspiration","name":"Font of Inspiration","desc":"You now regain all expended uses of your Bardic Inspiration feature when you finish a short or long rest.\n\nIn addition, you can now use your Bardic Inspiration dice in a new way. When a creature within 60 feet of you that you can hear or see you fails an ability check, attack roll, or save, you can use your reaction to expend a use of your Bardic Inspiration feature. When you do, roll the Bardic Inspiration die and add the number rolled to the target's check total—potentially turning a failure into a success.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_magical-secrets","name":"Magical Secrets","desc":"You've picked up magical knowledge from just about everywhere. Choose two spells (or cantrips) from any spell list. A spell you choose must be of a circle you can cast with your spell slots, as shown on the Bard Progression table.\n\nThe chosen spells count as Arcane spells for you and are already included in the number in the Spells Known column at these levels on the Bard Progression table.\n\nYou learn two additional spells from any source at 13th level and again at 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null},{"level":13,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the bard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Persistent Inspiration.** When a creature adds one of your Bardic Inspiration dice to an ability check, attack roll, or save, and the roll still fails, the die isn't lost and can be used again.\n- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_grand-performance","name":"Grand Performance","desc":"Your Bardic Performance feature now affects creatures within 60 feet of you that can hear or see you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_epic-boon","name":"Epic Boon","desc":"Your commitment to the bard's path grants you a powerful new ability. You gain the following epic boon:\n- **Curtain Call.** If you start your turn with no uses of your Bardic Inspiration feature remaining, you can use your bonus action to recover a number of uses equal to your CHA modifier (minimum of 1). This bonus action can be taken as part of the bonus action required to maintain your Bardic Performance feature. Once you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_bard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_bard_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_bard_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":2,"column_value":"5"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"8"},{"level":6,"column_value":"9"},{"level":7,"column_value":"10"},{"level":8,"column_value":"11"},{"level":9,"column_value":"13"},{"level":10,"column_value":"14"},{"level":11,"column_value":"15"},{"level":12,"column_value":"15"},{"level":13,"column_value":"17"},{"level":14,"column_value":"18"},{"level":15,"column_value":"19"},{"level":16,"column_value":"19"},{"level":17,"column_value":"20"},{"level":18,"column_value":"22"},{"level":19,"column_value":"22"},{"level":20,"column_value":"22"}]},{"key":"bfrd_bard_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_bard_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_bard_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_bard_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_bard_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_bard_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_battle-mage","features":[{"key":"bfrd_wizard-battle-mage_expanded-talent-list","name":"Expanded Talent List","desc":"When your gain a new talent, you can select it from either the magic or the martial talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_spell-ward","name":"Spell Ward","desc":"You can redirect a portion of your spellcasting energy into a defensive shield. When you cast an Arcane spell of 1st circle or higher, you can simultaneously weave a protective ward around yourself.\n\nWhile the ward is active, you gain the following benefits if you aren't wearing medium or heavy armor:\n- You gain a bonus to your armor class (AC) equal to your PB.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nThe ward lasts for 1 minute, but ends early if you are knocked unconscious or if your turn ends and you haven't cast an Arcane spell of 1st circle or higher since your last turn. You can also choose to dismiss your ward at any time (no action required by you).\n\nYou can use this feature a number of times equal to your PB, and you regain all uses of it when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_tactical-caster","name":"Tactical Caster","desc":"When you cast an Arcane spell that causes damage, you can choose yourself and any number of allies you can see to be immune to the damage caused by the spell. You can use this feature a number of times equal to your PB, and you regain all uses of it when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_contingency-plan","name":"Contingency Plan","desc":"When you fail to hit a creature with a spell attack, you can use your reaction to redirect the spell toward a different target within the spell's range. You must make a new spell attack roll for the new target. If you miss the new target, you can't redirect again with the same spell attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_blasting-power","name":"Blasting Power","desc":"When you deal damage with an Arcane spell, you can reroll any 1s you roll on any number of the damage dice. You must take the new result for any dice rerolled in this way (even if the new result is also a 1).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard-battle-mage_counterstrike","name":"Counterstrike","desc":"When a creature succeeds on a save against an Arcane spell you cast and would take no damage or otherwise suffer no effects from the spell, it instead takes force damage equal to a number of d6 dice equal to the spell's circle + your INT modifier. For example, if you have an INT modifier of +4 and a creature succeeds and takes no damage from your 4th-circle spell, the creature still takes 4d6 + 4 force damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"bfrd_wizard"},"name":"Battle Mage","desc":"Wizards who follow the Battle Mage tradition aren't interested in theoretical musings or tedious experiments. Instead, they pursue new ways to enhance their power so that they can destroy their foes (and defend their allies) with ever-greater efficiency.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_berserker","features":[{"key":"bfrd_barbarian-berserker_frenzy","name":"Frenzy","desc":"You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_ruthless-bearing","name":"Ruthless Bearing","desc":"Your ferocity looms at all times. You gain proficiency in the Intimidation skill. If you are already proficient, double your PB instead for Intimidation checks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_mindless-rage","name":"Mindless Rage","desc":"While raging, you gain the following benefits:\n- You ignore any levels of exhaustion you currently suffer for the duration of your rage.\n- You can't be charmed or frightened. If you are already charmed or frightened when you enter a rage, the effect is suspended for the duration of the rage.\n- If you score a critical hit or reduce a creature to 0 HP, you gain a number of temporary hit points equal to your PB + your CON modifier. These hit points last until expended or until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_intimidating-presence","name":"Intimidating Presence","desc":"Your weapon attacks deal an amount of additional damage, equal to your PB (of the same damage type as the weapon), to frightened creatures.\n\nIn addition, as a bonus action, you can attempt to frighten a number of creatures, up to your PB, within 30 feet of you that can see or hear you. Each target must make a WIS save (DC 8 + your PB + your CHA modifier + the number temporary hit points you currently have from your Mindless Rage feature). On a failure, a creature is frightened of you until the end of your next turn.\n\nOn subsequent turns, you can use your bonus action to extend the duration of this effect on each frightened creature until the end of your next turn. This effect ends if the creature ends its turn more than 60 feet away from you or can no longer see or hear you.\n\nIf the creature succeeds on its save, you can't use this feature on that creature again for 24 hours.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_barbarian-berserker_retaliation","name":"Retaliation","desc":"When a creature hits or misses you with an attack, you can use your reaction to move up to half your speed toward that creature and make a single melee attack against it. If the creature is Large or larger, you have advantage on the attack roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"bfrd_barbarian"},"name":"Berserker","desc":"Through primal rite or natural bloodthirst, some barbarians can work themselves into a rage so ferocious and explosively violent that it risks breaking their bodies. Berserkers may lose themselves in their frenzy, seething with raw brutality, embracing the blood-soaked battlefield, uncaring of their own safety.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_cleric","features":[{"key":"bfrd_cleric_core-traits","name":"Core Cleric Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a mace or (B) a warhammer (if proficient); (A) scale mail, (B) leather armor, or (C) chain mail (if proficient); (A) light crossbow and 20 bolts or (B) any simple weapon; (A) a priest's pack or (B) an explorer's pack; plus a shield and a holy symbol|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_cleric_spellcasting","name":"Spellcasting","desc":"As a conduit for divine power, you can cast Divine spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Divine spell list to learn. You choose more Divine cantrips to learn at higher levels, as shown in the Cantrips Known column of the Cleric Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Divine spell list from circles for which you have Divine spell slots. (You determine which spell slots you can access by checking your level on the Cleric Progression table). You can choose a number of spells equal to your WIS modifier + your cleric level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a Divine spell slot of the spell's circle or higher.\n\nThe Cleric Progression table shows how many Divine spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 WIS, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC and the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Cleric Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Divine spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_manifestation-of-faith","name":"Manifestation of Faith","desc":"Clerics demonstrate their faith in one of two primary ways, wielding it as a holy warrior or calling it as a miracle worker. Choose how you manifest your faith with one of the following.\n\n**Manifest Might.** You gain proficiency with heavy armor and one type of martial weapon of your choice. In addition, you gain the ability to infuse your weapon strikes with divine energy: once per turn, when you hit a creature with a weapon attack, you can deal additional radiant or necrotic damage (your choice) equal to your PB.\n\n**Manifest Miracles.** You learn one additional cantrip of your choice from any source of magic. This cantrip counts as a Divine cantrip for you, but it doesn't count against the number of cantrips you know. In addition, you can add your PB to the damage you deal with any Divine cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_channel-divinity","name":"Channel Divinity","desc":"You gain the ability to channel divine energy directly from your deity to produce effects beyond spells. You start with one effect: Turn the Profane. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Channel Divinity feature, choose which specific effect you want, such as Turn the Profane. Some of these effects require a save, and in those cases, the DC is equal to your cleric spell save DC.\n\nBeginning at 2nd level, you can use your Channel Divinity feature once until you finish a short or long rest, then twice between rests at 6th level, three times at 13th level, and four times at 18th level. When you finish a short or long rest, you regain all expended uses.\n\n**Channel Divinity: Turn the Profane.** As an action, you present your holy symbol and speak a prayer to censure unholy creatures. Each Fiend and Undead of your choice within 30 feet of you and that can see or hear you must make a WIS save. If the creature fails its save, it is turned for 1 minute or until it takes any damage.\n\nA turned creature must try to move as far away from you as it can, though it can't first get closer to you to do it. On its turn, it can use only the Dash action or otherwise try to escape from an effect that prevents it from moving. If there's nowhere to move, it can use the Dodge action. It can't take any reactions.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"1/Rest"},{"level":6,"detail":"2/Rest"},{"level":13,"detail":"3/Rest"},{"level":18,"detail":"4/Rest"}],"data_for_class_table":[]},{"key":"bfrd_cleric_cleric-subclass","name":"Cleric Subclass","desc":"Choose a subclass that reflects your relationship to your deity, Life, Light, or War (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Domain Spells.** Each cleric subclass has a list of domain spells that you can access as soon as you can cast spells of that circle (as shown on the Cleric Progression table). Once you gain such a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. However, casting a domain spell still expends a Divine spell slot as normal.\n\nIf one of these spells isn't on the Divine spell list, it still counts as a Divine spell for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_cleric_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_destroy-the-profane","name":"Destroy the Profane","desc":"When a Fiend or Undead fails its save against your Turn the Profane feature, it is instantly destroyed if its challenge rating (CR) is at or below a certain threshold, as shown in the Destroy the Profane table.\n\n|Cleric Level|Destroys Fiends or Undead of CR . . .|\n|---|---|\n|5th|1/2 or lower|\n|8th|1 or lower|\n|11th|2 or lower|\n|14th|3 or lower|\n|17th|4 or lower|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"CR 1/2"},{"level":8,"detail":"CR 1"},{"level":11,"detail":"CR 2"},{"level":14,"detail":"CR 3"},{"level":17,"detail":"CR 4"}],"data_for_class_table":[]},{"key":"bfrd_cleric_divine-intervention","name":"Divine Intervention","desc":"You can call on your deity to intervene on your behalf when your need is great. At the start of your turn, you can request aid from your deity by rolling a d20 and adding your PB. If the result is 19 or lower, your request fails, and your deity doesn't intervene. If the result is 20 or higher, your deity intervenes on your behalf, imbuing you with a fraction of their power.\n\nIf your deity intervenes, you can immediately use your action to cast any spell with a casting time of 1 action from the Divine spell list or your domain spell list, regardless of preparation rules. Casting a spell in this way doesn't expend a spell slot and doesn't require material components. If the spell is of a higher circle than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC for this check equals 10 + the spell's circle. On a failed check, the spell fails, your deity's power fades, and your action is lost.\n\nAlternatively, on a successful intervention, your GM can propose the form of the intervention. Anything that replicates the effects of a Divine spell is appropriate. In this instance, you still use your action but don't cast a spell. You have final say on allowing the GM to pursue this option or choosing your own spell.\n\nIf your deity intervenes, you can't use this feature again for 1 week. Otherwise, you can use it again after you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the cleric's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Gift of Consecration.** You are now immune to disease, poison damage, and the poisoned condition. If you die, your body is instantly preserved as per the gentle repose spell for up to a year and a day.\n- **Gift of Wrath.** Choose either the radiant or necrotic damage type. You are now resistant to damage of the chosen type. In addition, when you cast a spell that deals damage of any type, you can choose for it to deal radiant or necrotic damage instead (you choose which each casting).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_epic-boon","name":"Epic Boon","desc":"Your commitment to the cleric's path grants you a powerful new ability. You gain the following epic boon:\n- **Divine Herald.** When you use your Divine Intervention feature, your deity automatically intervenes without a roll, and you no longer have to wait a week before you use Divine Intervention again, though you can still use it only once per long rest. You are still bound by the other restrictions of the feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_cleric_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_cleric_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_cleric_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_cleric_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_cleric_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_cleric_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_cleric_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_cleric_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_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":"bfrd_conduit","features":[{"key":"bfrd_theurge-conduit_energy-exchange","name":"Energy Exchange","desc":"Your mastery of magical power allows you to transfer raw energy in various ways.\n\n**Exchange Life.** You can convert your own life force into raw magical power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the circle of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your CON modifier to the roll. You immediately lose hit points equal to the result, and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 HP remaining after losing these hit points, you successfully recover the spell slot.\n\n**Exchange Power.** You can control the energy within magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the circle of the spell slot expended, up to the item's maximum charges. This feature can't restore charges to items that don't have charges, such as a ring of feather falling, and it can't restore charges to consumables or items that cease to be magical once all their charges or uses are expended, such as the gem of brightness or restorative ointment (see Player's Guide for all items).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge-conduit_mystic-vitality","name":"Mystic Vitality","desc":"You can convert unspent magical energy into vitality. When you finish a long rest, you regain additional Hit Dice equal to half the number of unspent spell slots (rounded down) you had before finishing the long rest, up to your Hit Dice maximum (minimum of one Hit Die). For example, if you are a 6th-level theurge with three unspent spell slots, you would regain one additional expended Hit Die at the end of the long rest, in addition to the three Hit Dice you would normally recover after a long rest as a 6th-level character.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge-conduit_metabolize","name":"Metabolize","desc":"As a reaction when you suffer an instance of damage that isn't bludgeoning, piercing, or slashing, you can make a CON save. The DC for this save equals 10 or half the amount of damage you took, whichever number is higher. On a success, you store that energy potential within your body for up to 1 minute. Before the duration ends, you can expend this stored energy (no action required) as part of casting a 1st-circle or higher spell. When you do so, the spell is cast as if you expended a spell slot one circle higher than the slot used.\n\nYou can attempt to store magical energy in this way a number of times equal to your PB, but you can store only a single instance of energy potential at one time. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge-conduit_spell-surge","name":"Spell Surge","desc":"When you deal damage to a creature with an Arcane or Divine spell, you can expend one or more of your Hit Dice. Roll the expended dice and add your CON modifier. The creature takes additional damage of the spell's type equal to the result. If multiple creatures are damaged by the triggering spell, you choose which target takes the extra damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge-conduit_nullify","name":"Nullify","desc":"As an action, you can suppress the magical potential of one creature or magic item within 120 feet of you. The suppression lasts for 1 minute or until you start your turn more than 120 feet away from the target. The effect also ends early if you become incapacitated.\n\nIf the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a CON save against your spell save DC. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use).\n\nIf the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell.\n\nOnce you use this feature, you can't do so again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Theurge","key":"bfrd_theurge"},"name":"Conduit","desc":"Theurges that embody the Conduit devotion, view all magic—regardless of source—as a natural extension of the life force that resides within all creatures. Conduits perceive the Arcane and Divine within themselves as readily as they feel their blood pumping through their veins, and they believe the deepest reserves of magical power lie within the soul. They translate these beliefs into practical applications, allowing them to exchange vitality for spellcasting potential and disrupt the magical energies within other creatures.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_draconic","features":[{"key":"bfrd_draconic_draconic-origin-spells","name":"Draconic Origin Spells","desc":"You gain origin spells at the sorcerer levels listed in the Draconic Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.\n\nNote that one of the spells you gain at each listed sorcerer level is determined by the type of dragon you select as your ancestor (see Dragon Ancestor).\n\n|Sorcerer Level|Spells|\n|---|---|\n|3rd|*elemental blade*, dragon ancestor spell|\n|5th|*fear*, dragon ancestor spell|\n|7th|*elemental shield*, dragon ancestor spell|\n|9th|*dominate*, dragon ancestor spell|\n|11th|*mass suggestion*, dragon ancestor spell|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_draconic_draconic-resilience","name":"Draconic Resilience","desc":"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases immediately by 1 and by an additional 1 when you gain a level of sorcerer.\n\nIn addition, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your DEX modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_draconic_dragon-ancestor","name":"Dragon Ancestor","desc":"You begin to manifest traits of the type of dragon that instilled you with power. Choose that dragon's type now. This choice also dictates some of your spells gained with your Draconic Origin Spells feature, and the damage type associated with each dragon is used by additional features you gain later.\n\nYou can now speak, read, and write Draconic. In addition, when you make an ability check when interacting with or recalling information about dragons, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level.\n\n|Dragon Ancestor|Damage Type|3rd Level|5th Level|7th Level|9th Level|11th Level|\n|---|---|\n|Black or Copper|Acid|*grease*|*acid arrow*|*stinking cloud*|*stone shape*|*cloudkill*|\n|Blue or Bronze|Lightning|*thunderwave*|*invisibility*|*lightning bolt*|*greater invisibility*|*conjure elemental (air)*|\n|Brass, Gold, or Red|Fire|*burning hands*|*heat metal*|*fireball*|*wall of fire*|*flame strike*|\n|Green|Poison|*entangle*|*barkskin*|*stinking cloud*|*blight*|*contagion*|\n|Silver or White|Cold|*fog cloud*|*hold*|*sleet storm*|*ice storm*|*cone of cold*|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_draconic_elemental-affinity","name":"Elemental Affinity","desc":"When you cast a spell that deals damage of the type associated with your draconic ancestry (including spells with a damage type modified by features such as your Flexible Spell metamagic option), you can spend 1 sorcery point to gain one of the following benefits:\n\n- Each target takes additional damage equal to your PB.\n- You gain resistance to that damage type for 1 minute.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_draconic_imperious-wings","name":"Imperious Wings","desc":"You gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn, and they last until you dismiss them (also as a bonus action on your turn). While the wings are manifested creatures that can see you have disadvantage on checks and saves to avoid being frightened or intimidated by you.\n\nYou can’t manifest your wings while wearing armor.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_draconic_draconian-vengeance","name":"Draconian Vengeance","desc":"As an action, you can target one creature within 60 feet of you that you can see to brand it with your draconic element. The target must succeed on a CHA save against your spell save DC or become vulnerable to the damage type associated with your draconic ancestry until the end of your next turn. A target resistant to that damage type loses that resistance for the duration, but a target immune to the damage type is still immune to it, even if the target fails the save.\n\nOnce used, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"bfrd_sorcerer"},"name":"Draconic","desc":"Through lineage, bargain, or unrequited gift, the origins of your magic lie in the preternatural power of dragons. These beings, monumental in their age, power, and size, possess unshakeable bearing, unstoppable might, and mastery over the elements of the natural world.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_druid","features":[{"key":"bfrd_druid_core-traits","name":"Core Druid Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Druid level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Herbalist tools|\n|Armor Training|Light armor, medium armor, and shields|\n|Starting Equipment|Choose A or B for each: (A) a shield or (B) any simple weapon; (A) a sickle or (B) any simple melee weapon; plus Leather armor, an explorer's pack, and a druidic focus|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_druid_spellcasting","name":"Spellcasting","desc":"As a conduit for primordial power, you can cast Primordial spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Primordial spell list to learn. You choose more Primordial cantrips to learn at higher levels, as shown in the Cantrips Known column of the Druid Progression table.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell on the Primordial spell list from circles for which you have Primordial spell slots. (You determine which spell slots you can access by checking your level on the Druid Progression table). You can choose a number of spells equal to your WIS modifier + your druid level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a Primordial spell slot of the spell's circle or higher.\n\nThe Druid Progression table shows how many Primordial spell slots you have per day at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 WIS, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Spellcasting Ability.** Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Primordial ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Druid Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your Primordial spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_druidic","name":"Druidic","desc":"You know Druidic, the secret language of druids. You can speak the language and use a system of natural elements to leave hidden messages that only other druids will understand. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful WIS (Perception) check but can't decipher it without magic.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_natures-gift","name":"Nature's Gift","desc":"You have learned to harness the ambient energy of nature and can redirect that energy to encourage growth and healing. As a bonus action, choose one creature within 5 feet of you (this can be you). When you do so, roll a number of d4s equal to your PB (minimum of 2d4). That creature regains hit points equal to the total rolled. This feature has no effect on Constructs or Undead.\n\nYou can use this feature a number of times per day equal to your PB. You recover expended uses when you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_wild-shape","name":"Wild Shape","desc":"You gain the ability to channel energy directly from nature to produce effects beyond spells. You start with two effects: Beast Form and Draw Power. Some subclasses grant additional effects as you advance in levels, as noted in their descriptions.\n\nWhen you use your Wild Shape feature, simply choose which specific effect you want, such as Beast Form. Some of these effects require a save, and in those cases, the DC is equal to your druid spell save DC.\n\nBeginning at 2nd level, you can use your Wild Shape feature once until you finish a short or long rest, then twice between rests at 6th level, three times at 13th level, and four times at 18th level. When you finish a short or long rest, you regain all expended uses.\n\n## Wild Shape: Beast Form\n\nAs an action, you can magically assume the form of a Beast. When you first gain this feature, choose two Beasts of challenge rating (CR) 1/4 or less as your known forms. To select a known form, you must have seen or interacted with a Beast in your past. For example, a druid that hails from a desert environment is unlikely to be familiar enough with a sea-dwelling creature like a dolphin to select it as a known form. The Beast you choose can't have any legendary actions or lair actions.\n\nAs you advance in druid levels, you can choose more beast forms as shown in the Beast Forms Known column of the Druid Progression table.\n\nWhen you gain a level of druid, you can replace one known form with a different form of your choosing. Any new form you choose must abide by the form restrictions.\n\n## Wild Shape: Draw Power\n\nAs a bonus action, you can reshape the natural energies around you to draw them within yourself and recharge your spellcasting ability. When you do so, choose a single expended Primordial spell slot to recover. The recovered spell slot must be of a circle equal to or less than your proficiency bonus (PB). For example, a 5th-level druid with a PB of +3 could recover an expended 1st, 2nd, or 3rd-circle Primordial spell slot with this feature.\n\nYou can't use Draw Power while transformed by the Beast Form effect of your Wild Shape feature, even if you have multiple uses of Wild Shape available to expend.\n\n## Rules of Transformation\n\nYou can stay in a beast form for a number of hours equal to your PB. You then revert to your normal form unless you expend another use of Wild Shape. You can also choose to revert to your normal form as a bonus action. You automatically revert if you become unconscious, drop to 0 HP while in beast form, or die.\n\nWhile transformed, your game statistics are replaced by those of your new form, except you retain your INT, WIS, and CHA scores. You also retain your personality. If you make an ability check or save while in beast form, you can choose whether to use either your normal character proficiencies and PB or else use the Beast's listed ability modifier to determine the check total (without your PB in this case).\n\nYour hit points for the new form are set to a new amount dependent on the size of your new form, as shown in the Hit Points by Form Size table. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 HP, any excess damage carries over to your normal form. For example, if you take 10 damage while in beast form and your beast form has only 1 HP left, you revert to your normal form and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 HP, you remain conscious.\n\nYou are limited by the actions you can perform by the nature of your new form, and you can't speak or take any other action that requires hands or speech unless your new form is capable of such actions. You can't cast spells while transformed. However, transforming doesn't automatically break your concentration on a spell you've already cast or prevent you from taking actions that are part of an ongoing spell—such as those required by the call lightning spell.\n\nYour gear and anything you are wielding melds into your new form. You can't activate, use, or otherwise benefit from any of your gear while transformed.\n\n|Form Size|Hit Points|\n|---|---|\n|Tiny|2 + your PB|\n|Small|5 + your PB|\n|Medium|12 + your PB|\n|Large|22 + your PB|\n|Huge or Gargantuan|84 + your PB|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"1/Rest"},{"level":6,"detail":"2/Rest"},{"level":13,"detail":"3/Rest"},{"level":18,"detail":"4/Rest"}],"data_for_class_table":[]},{"key":"bfrd_druid_druid-subclass","name":"Druid Subclass","desc":"Choose a subclass that reflects your values and magical practices, either Leaf or Shifter (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n## Ring Spells\n\nEach subclass has a list of ring spells that you can access as soon as you can cast spells of that circle (as shown on the Druid Progression table). Once you gain such a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. However, casting a ring spell still expends a Primordial spell slot as normal.\n\nIf one of these spells isn't on the Primordial spell list, it still counts as a Primordial spell for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_druid_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_improved-beast-form","name":"Improved Beast Form","desc":"You can now use the Beast Form effect of your Wild Shape feature to assume more powerful beast forms. When you learn a new form, you can choose a Beast of CR 1/2 or less. At 9th level, you can assume the form of any Beast of CR 1 or less. At 14th level, you can assume the form of any Beast of CR 2 or less.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"CR 1/2"},{"level":9,"detail":"CR 1"},{"level":14,"detail":"CR 2"}],"data_for_class_table":[]},{"key":"bfrd_druid_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the druid's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Rite of the Kingdom.** All Beasts and creatures with the Animal tag understand your speech, and you can understand their noises and motions as if they were speaking, even if they don't speak a language. This ability doesn't grant Beasts the intelligence to understand or communicate complex concepts, but you can share basic information with ease. Your GM has final say on what a particular creature can express. In addition, you have advantage on Charisma checks made to interact with or influence such creatures.\n- **Rite of the Shaper.** When you roll initiative and have no remaining uses of Wild Shape, you regain one use. Once you use this feature, you can't do so again until you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_natures-grace","name":"Nature's Grace","desc":"Your attunement to the natural energies of the world infuses your body, sustaining you and protecting you from unnatural harm. You gain the following benefits:\n- You can't be magically aged, and you suffer none of the frailty of old age. You can still die of old age though.\n- You no longer need food or water to survive.\n- Your ability scores and hit point maximum can't be lowered by any means short of a wish spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_epic-boon","name":"Epic Boon","desc":"Your commitment to the druid's path grants you a powerful new ability. You gain the following epic boon:\n- **Archdruid.** You can use the Beast Form effect of your Wild Shape feature an unlimited number of times. In addition, you can ignore the verbal and somatic components of Primordial spells, as well as any material components that lack a cost.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_druid_beast-forms-known","name":"Beast Forms Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":20,"column_value":"6"}]},{"key":"bfrd_druid_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_druid_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_druid_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_druid_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_druid_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_druid_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_druid_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_druid_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_druid_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_druid_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_druid_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Druid level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per druid level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Intelligence"},{"name":"Wisdom"}],"subclass_of":null,"name":"Druid","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_fiend","features":[{"key":"bfrd_warlock-fiend_dark-ones-blessing","name":"Dark One's Blessing","desc":"When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, you gain temporary hit points equal to your PB + your warlock level. These hit points last until expended or until you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock-fiend_fiend-pact-spells","name":"Fiend Pact Spells","desc":"You gain pact spells at the warlock levels listed in the Fiend Pact Spells table. See the Warlock Subclass class feature for how these spells work.\n\n|Warlock Level|Spells|\n|---|---|\n|3rd|burning hands, command|\n|5th|scorching ray, suggestion|\n|9th|fireball, stinking cloud|\n|13th|blight, wall of fire|\n|17th|dominate, flame strike|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock-fiend_dark-ones-own-luck","name":"Dark One's Own Luck","desc":"You can call on your patron to alter fate in your favor. When you make an ability check or a save, you can use this feature to add 1d10 to your roll.\n\nOnce you use this feature, you can't use it again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock-fiend_fiendish-resilience","name":"Fiendish Resilience","desc":"You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock-fiend_hurl-through-hell","name":"Hurl Through Hell","desc":"When you hit a creature with an attack, you can use this feature to instantly transport the target, causing it to disappear and hurtle through a nightmare landscape.\n\nAt the end of your next turn, the target returns to the space it previously occupied or to the nearest unoccupied space. If the target is not a Fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\n\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"bfrd_warlock"},"name":"Fiend","desc":"Your patron is a greater fiend who holds dominion over lesser demons or devils. Fiendish patrons are uncontestably bound to the forces of evil—though the warlocks they choose rarely are. These patrons often delight in granting power to mortals, even if those mortals openly strive against their destructive aims. Whether these tendencies are exercises in corruption or serve a more nefarious design, few can say.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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_hunter","features":[{"key":"bfrd_ranger-hunter_hunter-calling-spells","name":"Hunter Calling Spells","desc":"You gain calling spells at the ranger levels listed in the Hunter Calling Spells table. See the Ranger Subclass class feature for how these spells work.\n\n|Ranger Level|Spells|\n|---|---|\n|3rd|protection from evil and good|\n|5th|misty step|\n|9th|nondetection|\n|13th|banishment|\n|17th|greater hold|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger-hunter_killer-instinct","name":"Killer Instinct","desc":"As a bonus action, choose a creature within 60 feet of you that you can see. You immediately learn the creature's immunities, resistances, and vulnerabilities, or you learn if it has none. This feature doesn't function if the target is magically concealed by a nondetection spell or similar effect that counters divination magic.\n\nYou can use this feature a number of times equal to your PB and regain all uses of it when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger-hunter_relentless-pursuit","name":"Relentless Pursuit","desc":"Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger-hunter_favored-foe","name":"Favored Foe","desc":"As part of a long rest, you can spend time reviewing your research and preparing to face a specific type of monster. Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. For 24 hours, creatures of that type have disadvantage on attack rolls against you. You also have advantage on saves against being charmed, frightened, or possessed by them.\n\nAt the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger-hunter_no-escape","name":"No Escape","desc":"When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon's reach of the target, you can immediately make an opportunity attack as part of the same reaction.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_ranger-hunter_predators-shield","name":"Predator's Shield","desc":"When you take damage from a creature you can see, you can use your reaction to supernaturally ward yourself against that creature for a short time. You have resistance to all damage dealt by the target for 1 minute, including resistance to the damage dealt by the triggering attack. This effect ends early if you become incapacitated.\n\nOnce used, this feature can't be used again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Ranger","key":"bfrd_ranger"},"name":"Hunter","desc":"Rangers who heed the calling of the Hunter are no mere trappers or furriers. They are the last line of defense between the natural and the supernatural world. Hunters seek, stalk, and slay monstrous predators like outsiders, fiends, and undead who devastate populations with their malign magic.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_life-domain","features":[{"key":"bfrd_cleric-life-domain_channel-divinity-preserve-life","name":"Channel Divinity: Preserve Life","desc":"You gain the following Channel Divinity option.\n\n**Channel Divinity: Preserve Life.** As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your cleric level.\n\nChoose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.\n\nThis healing has no effect on Undead or Constructs.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-life-domain_disciple-of-life","name":"Disciple of Life","desc":"Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's circle.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-life-domain_life-domain-spells","name":"Life Domain Spells","desc":"You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Cleric Subclass class feature for how these spells work.\n\n|Cleric Level|Spells|\n|---|---|\n|3rd|bless, cure wounds, gentle repose, restoration|\n|5th|mass healing word, revivify|\n|7th|death ward, guardian of faith|\n|9th|greater restoration, mass cure wounds|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-life-domain_blessed-healer","name":"Blessed Healer","desc":"Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's circle.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-life-domain_greater-preservation","name":"Greater Preservation","desc":"The Preserve Life effect of your Channel Divinity feature can now affect any creatures within 60 feet of you. In addition, when you use Preserve Life, one target of your choice can also receive one of the following benefits:\n- Cure all diseases affecting the target.\n- End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned.\n- Neutralize all poisons affecting the target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-life-domain_perfect-healing","name":"Perfect Healing","desc":"When you cast a Divine spell of 1st circle or higher that restores hit points, you automatically restore the maximum possible number of hit points. For example, if a cure wounds spell heals 1d8 + 3 hit points, rather than rolling, the target heals 11 hit points.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"bfrd_cleric"},"name":"Life Domain","desc":"Gods of the Life domain celebrate natural cycles of life and death, exemplifying health and vitality. Devotees of this domain are encouraged to heal the wounded, care for the sick, and oppose the perversion of undeath.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_mechanist","features":[{"key":"bfrd_mechanist_eyes-of-the-maker","name":"Eyes of the Maker","desc":"When you touch a magic item or some other magic-imbued object, you learn its properties and how to use it, whether it requires attunement to use, and how many charges it has (if any). You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_shard-of-creation","name":"Shard of Creation","desc":"You learn how to craft a shard of creation, which is a Tiny magical object with many uses that appears on your person. In its base state, the shard appears as a constantly shifting, fluid-like bundle of plasma.\n\nThe shard vanishes instantly if you are slain or if it is not in your possession for more than 24 consecutive hours. If the shard is destroyed or you lose it, you can perform a 1-hour ritual to create a replacement. This ritual can be performed as part of a short or long rest.\n\nThe shard has a number of charges equal to your INT modifier (minimum of 1), and you regain all expended charges when you finish a long rest. Charges can be spent to activate the following properties.\n\n**Inspire**. When you make an ability check while touching the shard (regardless of its current form), you can spend 1 charge to roll a d6 and add the number rolled to your check result.\n\n**Transform**. While touching the shard, you can use an action to transform it into any type of nonmagical weapon or shield or into any object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created can’t be more than 20 × your mechanist level.\n\nA transformed shard remains in its new form until you die, use an action to return it to its original state, or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard can’t be passed off as a typical item for purposes of buying and selling.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_augment","name":"Augment","desc":"You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest).\n\nYou gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the **Mechanist Progression** table.\n\nWhen you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses.\n\nUnless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect don’t stack.\n\nThe maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the **Mechanist Progression** table. If you try to exceed your maximum, you must choose an ongoing effect to end.\n\nYou can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible—if not, the effect immediately ends.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_efficient-action","name":"Efficient Action","desc":"Your mechanical expertise allows you to use items more efficiently in the chaos of battle. You can use a bonus action to take the Use an Object action or to perform a weapon option.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_mechanist-subclass","name":"Mechanist Subclass","desc":"Choose a subclass that reflects your relationship to your craft, either Metallurgist or Spellwright. Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can’t be raised above 20 with this feature):\n\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n Increase one ability score by 1 and select a talent from either the martial or the technical talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_rapid-augment","name":"Rapid Augment","desc":"You can now use your Augment feature more rapidly. As a bonus action, you can touch an item and imbue it with a known augment effect of your choice. You remain bound by all other restrictions of the Augment feature, including number of items.\n\nYou can use your Rapid Augment feature a number of times equal to your INT modifier and regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_greater-creation","name":"Greater Creation","desc":"Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**.Your bonus to ability checks is now 1d8 (instead of 1d6).\n\n**Transform**. You can now transform the shard into any Large or smaller tool or nonmagical object. All other restrictions still apply, including the limit on the gold piece value.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the mechanist’s path grants you a powerful new ability. Choose one of the following heroic boons:\n\n- **Curse of Unmaking**. As an action, you can make a melee spell attack using your augment attack modifier (see **Augment Effects**) against a creature or item within reach. On a successful hit, the target becomes cursed so that it is vulnerable to all damage. If the target is a creature, it can attempt a CON save against your augment save DC (see **Augment Effects**) each time it takes a new instance of damage, ending the curse on a success. Once you use this feature, you must finish a long rest before you can use it again.\n**Mend the Broken**. As an action, you touch a creature or item and cause it to magically regain a number of hit points equal to 5 × your mechanist level. This effect also repairs any catastrophic damage suffered by the target, such as lost limbs, missing parts, or other harm that would ordinarily be irreparable. If the item doesn’t have a hit point total, your touch restores it to working order as best it can with the pieces available. This feature can’t restore expended charges on magic items or restore magical properties to nonmagical items that were once magical. Once you use this feature, you must finish a long rest before you can use it again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_engineers-insight","name":"Engineer's Insight","desc":"As long as you have at least 1 minute of uninterrupted focus on a task, when you make an ability check, treat any d20 roll of 9 or lower as though you rolled a 10.\n\nNormal activity like moving doesn’t interrupt focus, but attacking, taking damage, or participating in anything that requires initiative order does interrupt focus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_ranged-augment","name":"Ranged Augment","desc":"You can now use your Rapid Augment feature on items you can see within 60 feet of you. (You no longer need to touch them.)\n\nIn addition, if an effect from your Augment feature would typically require you to touch the item to activate its properties, you no longer need to do so as long as the item is within 60 feet of you. You don’t need to see the item to activate its properties in this way.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_always-prepared","name":"Always Prepared","desc":"When you would take damage from an attack, you can use a reaction to take the Use an Object action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_perfect-creation","name":"Perfect Creation","desc":"Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**. Your bonus to ability checks is now 1d10 (instead of 1d8).\n\n**Transform**. You can now transform the shard into any item— including structures and vehicles—of Huge size or smaller. You are no longer bound by any cost restrictions when choosing a form.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_epic-boon","name":"Epic Boon","desc":"Your commitment to the mechanist’s path grants you a powerful new ability. You gain the following epic boon:\n\n- **Creative Engine**. You gain a +1 bonus to your saves for each effect from your Augment feature currently active on items within 60 feet of you. If you fail a save while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to succeed on the save instead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"bfrd_mechanist_augment-effects-known","name":"Augment Effects Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"6"},{"level":11,"column_value":"6"},{"level":12,"column_value":"7"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"8"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":2,"column_value":"2"},{"level":20,"column_value":"9"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"}]},{"key":"bfrd_mechanist_augmented-items","name":"Augment Effects Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"6"},{"level":14,"column_value":"6"},{"level":15,"column_value":"6"},{"level":16,"column_value":"6"},{"level":17,"column_value":"7"},{"level":18,"column_value":"7"},{"level":19,"column_value":"7"},{"level":2,"column_value":"3"},{"level":20,"column_value":"7"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"}]},{"key":"bfrd_mechanist_equipment","name":"Starting Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\n\n- **(a)** a martial weapon and a shield or **(b)** two simple weapons\n- Light crossbow and 20 bolts\n- **(a)** scale mail or **(b)** leather armor\n- Tinker tools and a dungeoneer’s pack","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_mechanist_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\n\n**Weapons:** Simple weapons, martial weapons\n\n**Tools:** Tinker tools and two additional tools your choice\n\n**Saving Throws:** CON, INT\n\n**Skills:** Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_mechanist_augmentation-effects","name":"Augmentation Effects","desc":"This section lists the effects available for mechanists to learn and use with their Augment feature. Each option lists the type of item required for the effect to function and provides a description of how the effect works. Any effects that require an action to activate their properties can be activated with the Use an Object action.\n\nSome effects require you to make an attack roll or require your target to make a save. The attack bonus and save DC for these is calculated as follows:\n\n**Augment save DC** = 8 + your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n**Augment attack modifier** = your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n### Adhesive\n\n*Item Requirement: Large or Smaller Equipment or Object that Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to stick to surfaces. While the item is within 30 feet of you, you can use an action to speak a command word and affix the item to a solid surface it is touching. The chosen surface can’t be part of a creature.\n\nWhile affixed, the item can support up to 1,000 pounds of weight. If additional weight is added, the item detaches from the surface (falling or moving as appropriate).\n\nA creature can spend an action to attempt to remove the affixed item with a STR (Athletics) check. The DC for this check equals 8 + your PB + your INT modifier. If a creature succeeds on this check, the item detaches from the surface.\n\nIf the item isn’t forcefully detached, it remains attached for 24 hours or until you use an action to detach it. If the item is detached by any means, its adhesive properties can’t be activated again until you finish a long rest.\n\n### Collapsible\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to become smaller. While you touch the item, you can use an action to reduce its size. When you do so, the target is halved in all dimensions, its weight is reduced to 1/8 of normal, and it decreases its size category by one, such as from Medium to Small. The target’s size can’t be reduced further by multiple uses of this feature. As an action, you can touch the target and cause it to return to its original size.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items that meet the other requirements.\n\n### Detecting\n\n*Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment or Object with a Transparent Surface*\n\nYou imbue an item with magical capabilities to enhance perception. While you touch the item, you can use an action to activate one of the listed effects. You must equip, wear, or actively look through the augmented item to gain the benefit of the chosen effect:\n\n- **Darkvision**. You gain darkvision out to a range of 30 feet.\n- **Invisi-Vision**. You can see invisible creatures and items as if they were visible. You are also aware of any creatures within 30 feet of you or if any creatures come within 30 feet of you, regardless of lighting conditions.\n- **Magic Vision**. You gain the benefits of the detect magic spell within 30 feet of you.\n- **X-Ray Vision**. You gain the ability to see through solid material within 30 feet of you. To you, solid items within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block your vision, as does a thin sheet of lead.\n\nWhile the augmented item is activated, you can use an action to deactivate it or switch the type of vision the item bestows. You can keep the item activated for up to 1 minute, all at once or in several shorter spans, each one using a minimum of 6 seconds (1 round) from the duration. The effect fully recharges when you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the range of all vision effects increases to 60 feet.\n\n### Empowered\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with offensive power. The weapon gains a +1 bonus to attack and damage rolls. If it wasn’t already magical, it is now. If it was already magical, this bonus stacks with any existing bonuses.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the attack and damage bonus increases to +2. At 15th level, it becomes +3.\n\n### Illusive\n\n*Item Requirement: Large or Smaller Item*\n\nYou imbue an item with the ability to mask its true appearance. While you touch the target, you can use an action to cause the item to appear as a different item of the same size and general composition. You can’t use this feature to change a target’s overall nature. For instance, a vehicle must always appear as another kind of vehicle, and equipment must appear as some other kind of equipment. Otherwise, the extent of the illusion is up to you.\n\nThe change in appearance doesn't hold up to physical inspection. For example, if you use this effect to make a sharpened sword seem dull, anyone who touched the blade would be harmed as if they touched a fine-edged blade.\n\nTo discern whether an item is disguised, a creature can use its action to inspect the item and must succeed on an INT (Investigation) check against your augment save DC.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items.\n\n### Loading\n\n*Item Requirement: Weapon with the Ammunition Property*\n\nYou imbue an item with the ability to conjure magic ammunition. When you wield the weapon, an appropriate piece of ammunition magically appears in place as you attack. Any damage dealt by this ammunition is considered magical.\n\nIf you use this effect on a weapon with the Loading property, you don’t need to spend any time reloading the weapon.\n\n### Phosphorescent\n\n*Item Requirement: Small or Smaller Item that Can Be Worn or Held*\n\nYou imbue an item with the ability to glow. While the item is on your person, you can use an action to cause the item to emit bright light in a 20-foot radius and dim light for an additional 20 feet. When you first activate the item, you can choose whether this light shines normally or whether it can only be seen by a number of creatures of your choice within 30 feet of you. The maximum number of creatures you can include equals your INT modifier. The light can be any color you choose\n\nYou can cause the item to stop emitting light at any time (no action required).\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the radius increases to bright light in a 30-foot radius and dim light for an additional 30 feet. You can choose for the bright light to be sunlight.\n\n### Propulsive\n\n*Item Requirement: Armor (not Shields) or Small or Smaller Object that Can Be Worn*\n\nYou imbue an item with the ability to increase the wearer’s speed. While wearing the augmented item, your base movement speed is increased by 5 feet.\n\nIn addition, while you wear the item, you can use an action to move vertically up to 10 feet and remain suspended there for up to 1 minute. You can repeat this action on subsequent turns, rising up to an additional 10 feet each time you do so.\n\nWhile suspended, you can move only by pushing or pulling against a fixed item or surface within reach (such as a wall or ceiling), which allows you to move as if you were climbing. When this effect ends or you choose to end it (no action required), you float gently to the ground if you are still aloft, and you can’t activate this Augment effect again until you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the movement speed bonus increases to 10 feet. At 15th level, it becomes 20 feet.\n\n### Protean\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with the ability to change its damage type. When you successfully deal damage with the augmented weapon, you can replace the weapon’s damage type with another type of your choice. Damage altered in this way is always considered magical for purposes of overcoming resistances and immunities.\n\nYou can use this augment effect a number of times equal to your PB and regain all expended uses when you finish a long rest.\n\n### Reactive\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to detect specific triggers and react in one of several ways. While you touch the item, you can use an action to set or change the item’s trigger and reaction.\n\nYou can set the item to trigger when a creature you specify comes within 30 feet of it. This can be a specific creature you have met, such as “Jon the messenger,” a general visual description, such as “anyone wearing a city watch uniform,” or a creature type, such as “Celestials.” Your GM has final say on what is reasonable for a trigger.\n\nWhen triggered, you instantly become mentally aware that the item has been triggered, and the item can react in one of the following ways. At your GM’s discretion, an item might be able to react in other comparable ways:\n\n**Recording**. The item begins to record everything it can “see” and “hear” within 60 feet of it for the next hour, perceiving as a creature with typical vision or hearing could. After 1 hour, the item ceases to record new information and stores the recording until the item is no longer augmented or until you use an action to set a new trigger or reaction. While a recording is stored, you or any creature of your choosing can touch the item to mentally see and hear anything contained in the recording.\n\n**Sound**. The item emits a sound for up to 1 minute that can be heard to a range of 60 feet (you choose quality and range), such as the sound of ringing bells or a set of bird calls. Alternatively, you can cause it to emit a pre- determined message of 25 words or less in your own voice.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the item can react when a specified creature comes within 60 feet of it.\n\n### Reinforced\n\n*Item Requirement: Item with Hit Points*\n\nYou fortify an item. The target’s hit points and hit point maximum increase by an amount equal to 5 × your mechanist level. If the item is destroyed while this effect is active, the effect ends\n\n### Returning\n\n*Target: Equipment or Object that Can Fit in the Hand and Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to return to your hand. While the augmented item is within 60 feet, you can cause it to instantly teleport into your hand (no action required). You must have at least one hand free for this ability to function.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect an item up to 120 feet away from you. At 15th level, you can affect an item anywhere on the same plane as you.\n\n### Repellant\n\n*Item Requirement: Shield*\n\nYou imbue an item with the ability to repel attackers. When a Large or smaller creature hits you with a melee attack, you can use your reaction to force the target to make a STR save against your augment save DC. On a failure, the creature is pushed 15 feet away from you. If the creature encounters a solid surface (like a wall) before moving the full amount, it takes 1d6 bludgeoning for each 10-foot increment it moved.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, a target that fails its save is pushed 30 feet away from you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Mechanist level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per mechanist level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Constitution"},{"name":"Intelligence"}],"subclass_of":null,"name":"Mechanist","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_metallurgist","features":[{"key":"bfrd_metallurgist_augment-absorbing","name":"Augment: Absorbing","desc":"You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.\n\n### Absorbing\n\n*Item Requirement: Armor or Shield*\n\nYou empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your INT modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type.\n\nYou can use this feature a number of times equal to your PB, regaining all expended charges when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_metallurgist_mystic-metal","name":"Mystic Metal","desc":"You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a nonmagical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor.\n\nAny ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state.\n\nOnce transformed, the mystic metal resembles a head-to- toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isn’t affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesn’t hinder movement, and you are considered proficient with it.\n\nYour mystic metal functions as a magic suit of armor with the following properties:\n\n- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your STR or INT modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your STR or INT modifier (your choice) magical bludgeoning damage.\n- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it can’t appear on you.\n- While worn, the armor is attached to your body and can’t be removed against your will.\nWhile you wear the armor, your AC equals 13 + your INT modifier.\n\nCreatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_metallurgist_heavy-hitter","name":"Heavy Hitter","desc":"You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits:\n\n- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 9th level and 1d10 at 15th level.\nWhen you make a weapon attack, you score a critical hit on a roll of 19 or 20.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":"d6"},{"level":9,"detail":"d8"},{"level":15,"detail":"d10"}],"data_for_class_table":[]},{"key":"bfrd_metallurgist_juggernaut","name":"Juggernaut","desc":"While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a STR check.\n\nIn addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_metallurgist_full-metal","name":"Full Metal","desc":"While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required).\n\nWhile this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types.\n\nOnce this state is used, you can’t activate it again until you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Mechanist","key":"bfrd_mechanist"},"name":"Metallurgist","desc":"Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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_oath-of-devotion","features":[{"key":"bfrd_paladin-devotion_channel-divinity","name":"Channel Divinity","desc":"You gain the following two Channel Divinity options.\n\n## Channel Divinity: Sacred Weapon\n\nAs an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the effected weapon isn't already magical, it becomes magical for the duration.\n\nYou can end this effect on your turn (no action required). It ends early if you fall unconscious.\n\n## Channel Divinity: Sanctifying Light\n\nAs an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a CON save, ending the effect for itself on a success.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin-devotion_devotion-oath-spells","name":"Devotion Oath Spells","desc":"You gain oath spells at the paladin levels listed in the Devotion Oath Spells table. See the Paladin Subclass class feature for how these spells work.\n\n|Paladin Level|Spells|\n|---|---|\n|3rd|sanctuary|\n|5th|warding bond|\n|9th|protection from energy|\n|13th|stoneskin|\n|17th|mass cure wounds|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin-devotion_aura-of-devotion","name":"Aura of Devotion","desc":"You and friendly creatures within 10 feet of you can't be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin-devotion_purity-of-spirit","name":"Purity of Spirit","desc":"Your connection to divinity gives you constant protection from the influence of supernatural creatures. You always have the following protections against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and creatures with the Outsider tag:\n- Listed creatures have disadvantage on attack rolls against you.\n- You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead.\n- You can't be charmed, frightened, or possessed by listed creatures.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_paladin-devotion_holy-nimbus","name":"Holy Nimbus","desc":"As an action, you can emanate a nimbus of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. This light counts as true sunlight, such as when interacting with Sunlight Hypersensitivity, and it banishes areas of magical darkness created by the darkness spell or similar magic.\n\nWhen an enemy creature starts its turn in the bright light, it takes radiant damage equal to your paladin level. In addition, for the duration, you have advantage on saves.\n\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Paladin","key":"bfrd_paladin"},"name":"Oath of Devotion","desc":"Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography.\n\n**Tenets of Devotion.** Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets.\n- *Compassion.* Protect the weak, aid the helpless, and show mercy to your enemies whenever you are able.\n- *Courage.* Though caution is wise, never fear to act.\n- *Duty.* Do always as you have sworn to do. Obey those who have authority over you.\n- *Honesty.* Never tell a lie when the truth will suffice. Your word is your sacred promise.\n- *Honor.* Treat others with fairness. Let your deeds prove your character.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_open-hand","features":[{"key":"bfrd_monk-open-hand_focus-intent","name":"Focus Intent","desc":"When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.\n\nYou can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk-open-hand_open-hand-technique","name":"Open Hand Technique","desc":"You can manipulate your enemy's energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:\n- It can't take reactions until the end of your next turn.\n- It must succeed on a DEX save or be knocked prone.\n- It must succeed on a STR save or be pushed up to 15 feet away from you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk-open-hand_wholeness-of-body","name":"Wholeness of Body","desc":"When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk-open-hand_tranquil-soul","name":"Tranquil Soul","desc":"You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_monk-open-hand_quivering-palm","name":"Quivering Palm","desc":"As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.\n\nFor the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.\n\nEach time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Monk","key":"bfrd_monk"},"name":"Open Hand","desc":"Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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_shifter","features":[{"key":"bfrd_druid-shifter_potent-forms","name":"Potent Forms","desc":"You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form, and you use the hit points of the creature when you use Beast Form, not the Hit Points by Form Size table.\n\nIn addition, you can now speak any language you know while in beast form—even if your chosen form would not typically allow you to do so. However, you still can't cast spells while transformed, even if a spell requires only a verbal component.\n\nAt higher druid levels, you can choose beast forms with a CR as high as your druid level divided by 3, rounded down (ignoring CR limitations in your Improved Beast Form feature). For example, upon achieving 6th level of druid, you can choose any Beast of CR 2 or lower as a known form, CR 3 or lower at 9th level, and so on—as shown in the Potent Forms table.\n\n|Druid Level|Max CR|Example|\n|---|---|---|\n|3rd|1|Wolf|\n|5th|1|Hippogriff|\n|6th|2|Pegasus|\n|9th|3|Owlbear|\n|12th|4|Elephant|\n|15th|5|Triceratops|\n|18th|6|Mammoth|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid-shifter_quick-shift","name":"Quick Shift","desc":"By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid-shifter_shifter-ring-spells","name":"Shifter Ring Spells","desc":"You gain ring spells at the druid levels listed in the Shifter Ring Spells table. See the Druid Subclass class feature for how these spells work.\n\n|Druid Level|Spells|\n|---|---|\n|3rd|alter self, animal friendship, speak with animals|\n|5th|conjure animals, water breathing|\n|7th|giant insect, polymorph|\n|9th|dominate, insect plague|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid-shifter_beasts-fury","name":"Beast's Fury","desc":"Immediately after you take the Attack action on your turn while in beast form, you can use your bonus action to make a single unarmed strike with your claws, hooves, fangs, or whatever natural weapon suits your chosen form. This attack deals 1d6 + your PB damage, and you are considered proficient with it. You decide if this attack deals bludgeoning, piercing, or slashing damage when you first assume your beast form.\n\nIn addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to nonmagical damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid-shifter_elemental-infusion","name":"Elemental Infusion","desc":"By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active.\n\n**Air.** You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action:\n- Whirl (Recharge 4–6). Each Large or smaller creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 3d8 + your PB bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the target's STR save is successful, a target takes half damage and isn't flung or knocked prone.\n\n**Earth.** You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures.\n\n**Fire.** You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object.\n\n**Water.** You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action:\n- Wave (Recharge 4–6). Each creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 2d8 + your PB bludgeoning damage. If a target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful STR save, a creature takes half damage and isn't grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your PB bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a DC 14 STR (Athletics) check—freeing the target on a success.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_druid-shifter_manifold-mind","name":"Manifold Mind","desc":"You can now cast Primordial spells while in beast form, and your form doesn't hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal.","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":"Druid","key":"bfrd_druid"},"name":"Shifter","desc":"Druids that align with the ring of the Shifter feel a deep connection to the animals that walk the world. Shifters delve into the mysteries of transformation, spending much of their time in the forms of the beasts they so admire. To you, there is no greater joy than feeling wind beneath your wings, stalking prey on padded paws, or swimming through crystalline depths.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_sorcerer","features":[{"key":"bfrd_sorcerer_core-traits","name":"Core Sorcerer Traits","desc":"|||\n|---|---|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) an arcane focus; (A) a dungeoneer's pack or (B) an explorer's pack; plus two daggers|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_sorcerer_font-of-magic","name":"Font of Magic","desc":"You begin to draw from an internal wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n\n## Sorcery Points\n\nYou start with 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Progression table. You can never have more sorcery points than shown in the table for your level. You regain all spent sorcery points when you finish a long rest.\n\n## Flexible Casting\n\nYou can sacrifice spell slots to gain additional sorcery points or use your sorcery points to gain additional spell slots. You learn other ways to use your sorcery points as you reach higher levels.\n\n*Converting a Spell Slot to Sorcery Points.* As a bonus action, you can expend one Arcane spell slot and gain a number of sorcery points equal to the spell slot's circle.\n\n*Creating Spell Slots.* You can spend sorcery points to gain one Arcane spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given circle. You can create spell slots no higher than 5th circle with this feature, and the spell slots you create vanish when you finish a long rest.\n\n|Spell Slot Circle|Sorcery Point Cost|\n|---|---|\n|1st|2|\n|2nd|3|\n|3rd|5|\n|4th|6|\n|5th|7|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_spellcasting","name":"Spellcasting","desc":"As a conduit for arcane power, you can cast Arcane spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Sorcerer Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Sorcerer Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Arcane spell list to learn.\n\nThe Spells Known column of the Sorcerer Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a sorcerer, you can learn one new Arcane spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of sorcerer, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- **Spell save DC** = 8 + your proficiency bonus (PB) + your CHA modifier\n- **Spell attack modifier** = your proficiency bonus (PB) + your CHA modifier\n\n## Spellcasting Focus\n\nYou can use an arcane focus as a spellcasting focus for your Arcane spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_metamagic","name":"Metamagic","desc":"You gain the ability to twist your spells to suit your needs in the moment. You start with two of the following Metamagic feature options of your choice. You gain another option at 6th, 13th, and 18th levels.\n\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. To alter a spell with metamagic, a spell must count as an Arcane spell for you. When your sorcerer level grants you the Improvement feature, you can replace one Metamagic option you know with a different Metamagic option from this list.\n\n## Careful Spell\n\nWhen you cast a spell that forces creatures to make a save, you can spend 1 sorcery point to exclude some of them from the effect. When you do, choose a number of those creatures up to half your sorcerer level (rounded up). A chosen creature automatically succeeds on its save and takes no damage from the spell.\n\nYou can use the Careful Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Distant Spell\n\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 100 feet. Spells with a range of touch instead have their range increased to 30 feet.\n\n## Empowered Spell\n\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your CHA modifier (minimum of one). You must use the new roll results.\n\nYou can use the Empowered Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Enlarged Spell\n\nWhen you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell's area of effect in one of the following ways (depending on the shape of the spell effect):\n- Circle, Cylinder, or Sphere. The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).\n- Cone. The cone's size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).\n- Cube. The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).\n- Line. The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).\n\n## Extended Spell\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration to 10 minutes. Spells with a duration of 10 minutes or longer instead have their duration doubled, to a maximum duration of 24 hours.\n\n## Flexible Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to change the spell's damage type to any other damage type, except psychic. Spells that naturally deal psychic damage can't benefit from the Flexible Spell option.\n\n## Heightened Spell\n\nWhen you cast a spell that forces a target to make a save to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first save made against the spell.\n\n## Hunting Spell\n\nWhen you cast a spell that requires a target to make a save or take damage, you can spend 2 sorcery points to cause the spell to deal half damage even if a target succeeds on its save. This damage still affects targets who could normally avoid taking all damage on a successful save (via Evasion or similar features).\n\n## Lucky Spell\n\nWhen you cast a spell that requires an attack roll and miss, you can spend 2 sorcery points to add the total number of Luck that you currently have to the attack roll, potentially turning a failure into a success. Luck isn't expended by this Metamagic option and can subsequently be spent on the attack roll normally.\n\n## Quickened Spell\n\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. You can't use this feature to cast two 1st-circle or higher spells on the same turn.\n\n## Retain Spell\n\nWhen you cast a spell that requires concentration, you can spend 2 sorcery point to have advantage on any concentration checks made to maintain the spell for its duration. Your concentration isn't automatically broken for that spell if you become incapacitated, meaning that you can still attempt concentration checks as you normally would.\n\nYou can use the Retain Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Shielding Spell\n\nWhen you cast a spell, you can spend 2 sorcery points to gain a number of temporary hit points equal to 3 × the spell's circle. These temporary hit points last for 1 hour.\n\n## Subtle Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\n\n## Twinned Spell\n\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to 1 + the spell's circle to target a second creature in range with the same spell. (Cantrips cost only 1 sorcery point.)\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current circle. For example, magic missile and scorching ray aren't eligible but acid arrow and ray of enfeeblement are.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"3"},{"level":13,"detail":"4"},{"level":18,"detail":"5"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerer-subclass","name":"Sorcerer Subclass","desc":"Choose a subclass that reflects the origins of your magical power, either Chaos or Draconic (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Origin Spells.** Each sorcerer subclass has a list of origin spells that you can access as soon as you can cast spells of that circle (as shown in the Sorcerer Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting an origin spell still expends an Arcane spell slot as normal.\n\nIf one of these spells isn't on the Arcane spell list, it still counts as an Arcane spell for you. You can't replace origin spells when you gain a level of sorcerer.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerous-renewal","name":"Sorcerous Renewal","desc":"When you finish a short rest, roll 1d4 + 1 and regain that many sorcery points.\n\nAt higher levels, your Sorcerous Renewal feature improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and 4d4 + 1 at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"1 Die"},{"level":9,"detail":"2 Dice"},{"level":13,"detail":"3 Dice"},{"level":17,"detail":"4 Dice"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Arcane Instruction.** You find new ways to tap into internal magical resources. When you fail an ability check, you can spend 1 sorcery point to add your CHA modifier to the result, potentially turning a failure into a success.\n- **Innate Spell.** You learn one spell of 1st or 2nd circle from the Arcane, Primordial, or Wyrd spell list. You can cast that spell at its lowest circle by expending a number of sorcery points equal to that spell's circle instead of using a spell slot. When you gain a level in sorcerer, you can replace your innate spell with another spell of 1st or 2nd circle from the available lists.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_devour-spell","name":"Devour Spell","desc":"When a creature you can see targets you with a spell, you can use your reaction to attempt to immediately draw the spell's power into yourself. Make a CHA check with a DC equal to 10 + the spell's circle. On a success, you and every other target of the spell have advantage on saves against it and take only half as much damage from it. You also gain a number of sorcery points equal to the spell's circle.\n\nAlternatively, you can target a magical effect within 30 feet of you that was created by a spell, such as fog cloud or wall of fire. On a successful CHA check, the spell ends.\n\nOnce you successfully devour a spell, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_epic-boon","name":"Epic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. You gain the following epic boon:\n- **Arcane Conjunction.** When a spell or magical effect affects you, you can use your reaction to target one creature you can see within 120 feet of you. That creature is affected as though it were also the target. Once used, you can't use this feature again until you finish a short or long rest, unless you spend 10 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_sorcerer_sorcery-points","name":"Sorcery Points","desc":"[Column 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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":"bfrd_theurge","features":[{"key":"bfrd_theurge_core-traits","name":"Core Theurge Traits","desc":"|||\n|---|---|\n|Hit Point Die|D6 per Theurge level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Arcana, History, Insight, Investigation, Medicine, 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 quarterstaff or (B) a dagger; (A) a component pouch or (B) an arcane focus or holy symbol; (A) a scholar's pack or (B) an explorer's pack; plus a libram|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_theurge_spell-nexus","name":"Spell Nexus","desc":"As a bonus action while your libram is within 100 feet of you, you can open a magical conduit between you and it, allowing you to instantly replace one spell you currently have prepared with another spell of the same circle and same source transcribed within the libram. For example, if you're a 3rd-level theurge, you could instantly replace one 1st-circle Arcane spell you currently have prepared with another 1st-circle Arcane spell transcribed in your libram.\n\nYou 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":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_spellcasting","name":"Spellcasting","desc":"As a student of Arcane and Divine magic, you have a theurgic libram containing spells that show the first glimmerings of your true power. See Spellcasting in the Player's Guide for general rules of spellcasting and for the Arcane and Divine spell lists.\n\n**Cantrips.** At 1st level, you know one cantrip of your choice from the Arcane spell list, one cantrip of your choice from the Divine spell list, and a third cantrip from either the Arcane or Divine spell list (your choice). You learn additional cantrips at higher levels that you can choose from either the Arcane or Divine lists, as shown in the Cantrips Known column of the Theurge Progression table.\n\n**Libram.** You learn how to craft a libram, which is a Tiny magical object that contains your spells. However, a theurge's libram is more than just a mere spellbook, it is a physical manifestation of a theurge's power and a mystic reservoir of the esoteric knowledge unlocked over the course of their magical studies.\n\nCreating a libram forges a bond between it and the theurge that transcends physical reality. The process stamps the theurge's soul with a mystic symbol that forever tethers the libram to its creator. This symbol is typically invisible to those with normal sight, but it is visible upon the theurge's skin when viewed with magical sight—or it might become visible when the theurge casts their spells. The exact appearance and placement of this mark is up to you, but traditionally, it appears as a golden third eye on the theurge's brow.\n\n*Libram's Appearance.* Your libram is a unique vessel for recording spells and other information. Most resemble books stamped with a theurge's personal symbol, but they can also take the form of scrolls, inscribed tablets, or similar objects that can be easily held. The exact appearance of a libram is a reflection of the theurge who created it, so the details are ultimately up to you.\n\n*Libram Spells.* When you first create your libram at 1st level, it contains six 1st-circle spells. You can choose these spells from the Arcane or Divine spell lists, but at least two of these spells must be from the Arcane spell list and at least two must be from the Divine spell list. Your libram is the repository of all the Arcane and Divine spells you know—except for your cantrips, which are so simple and well-rehearsed that you don't need to write them down.\n\nThe theurgic wisdom contained within your libram is incomprehensible to anyone but you, and other creatures can't read or copy any spells or text contained within it.\n\n*Destroying the Libram.* A libram doesn't have an AC, doesn't have hit points, and it can't be damaged or destroyed by conventional means. It can't be used or activated by any creature other than the theurge that created it, but it otherwise follows the rules of a standard magic item. If you die, your libram disintegrates after 24 hours.\n\n*Replacing the Libram.* If your libram is lost or destroyed, you can perform a 1-hour ceremony to create a replacement, which can be performed as part of a short or long rest. The contents of your replacement libram are identical to the contents of the previous one. If the previous libram still exists, it is destroyed the moment you complete the ceremony to create a replacement.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell in your libram for which you have spell slots. You determine which spell slots you can access by checking your level on the Theurge Progression table. You can choose a number of spells equal to your INT modifier + your theurge level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time studying your libram and re-memorizing incantations and gestures: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using a spell slot of the spell's circle or higher. The Theurge Progression table shows how many spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 INT, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Learning Spells of 1st Circle and Higher.** Each time you gain a theurge level, you can add two spells of your choice to your libram: one of these spells must be from the Arcane spell list and one must be from the Divine spell list. Each spell must be of a circle for which you have spell slots, as shown on the Theurge Progression table.\n\nIn addition, when you gain a level of theurge, you can choose one Arcane or Divine spell in your libram and replace it with another spell from the same source (Arcane or Divine). The replacement spell must be of a circle for which you have spell slots.\n\n**Spellcasting Ability.** Intelligence (INT) is your spellcasting ability. Your INT modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your INT modifier\n- Spell attack modifier = your proficiency bonus (PB) + your INT modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Arcane or Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Theurge Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\nRituals are contained in your libram alongside your regular spells.\n\n**Spellcasting Focus.** You can use an arcane focus, a holy symbol, or your libram as a spellcasting focus for your Arcane and Divine spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_spellcraft","name":"Spellcraft","desc":"Your studies and experience using power from multiple magic sources gives you profound insight into the workings of magic. This insight is represented by a pool of Spellcraft dice. You have a number of spellcraft die equal to your INT modifier (minimum of 1), and these dice are d6s. You can't spend more than one Spellcraft die to modify the same roll.\n\nUnless specified otherwise, once you spend a Spellcraft die, you immediately roll it and add the number rolled as instructed. The die is then expended. You regain expended Spellcraft dice when you finish a short or long rest.\n\nYou can spend your Spellcraft dice in the following ways:\n- When you deal damage or restore hit points with a spell you cast, you can spend one Spellcraft die and deal additional damage of the type dealt by the spell or restore additional hit points equal to the result.\n- When you make a CON save to maintain concentration, you can spend one Spellcraft die and add the number rolled to the check result.\n- When you make an ability check to learn, decipher, or recall information about a spell, spellcaster, magic item, or magic effect, you can spend one Spellcraft die and add the number rolled to the check result.\n\nThe size of your Spellcraft die changes when you reach certain levels in this class. The die become a d8 at 9th level and a d10 at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"d6"},{"level":9,"detail":"d8"},{"level":17,"detail":"d10"}],"data_for_class_table":[]},{"key":"bfrd_theurge_summon-libram","name":"Summon Libram","desc":"Your growing power deepens your mystic bond with your libram, allowing you to sense its location and summon it to your side.\n\nWhile your libram is on the same plane of existence as you, you can sense its location and know the exact amount of distance between you and it. If the libram is on a different plane, you know which plane but not its precise location on that plane.\n\nAs a bonus action if the libram is on the same plane of existence as you, you can summon it, causing it to appear in your hand or in the nearest unoccupied space within 5 feet of you (if you don't have a free hand).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_theurge-subclass","name":"Theurge Subclass","desc":"Choose a subclass that reflects your focused area of magical devotion: Conduit, Illuminary, or Source Spinner (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":null},{"level":11,"detail":null},{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list (see Player's Guide).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_spell-synthesis","name":"Spell Synthesis","desc":"Your profound understanding of magical duality allows you to tap into deep reserves of spellcasting power. You can expend a use of this feature to cast two prepared spells of 4th circle or lower on your turn as long as one spell is from the Arcane list and the other is from the Divine list and also either of the following circumstances are met:\n- You can cast a spell with a casting time of 1 action with the Cast a Spell action and a second spell with a casting time of 1 bonus action as your bonus action.\n- You can simultaneously cast two spells with a casting time of 1 action as part of the same Cast a Spell action.\n\nCasting spells in this way expends spell slots for each spell as normal. You can't cast a spell with a spell slot of 5th circle or higher with this feature, even if you could normally use a spell slot to cast the spell at a higher circle. Due to the intense effort simultaneous casting requires, you can't take reactions until the start of your next turn after activating your Spell Synthesis feature.\n\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice, and at 18th level, you can use it three times before taking a rest. Regardless of whether you have multiple uses available, you can't use this feature more than once on the same turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null},{"level":13,"detail":"2/Rest"},{"level":18,"detail":"3/Rest"}],"data_for_class_table":[]},{"key":"bfrd_theurge_superior-focus","name":"Superior Focus","desc":"You can simultaneously maintain two spells that require concentration. One spell must be from the Arcane spell list, and the other must be from the Divine spell list.\n\nWhile concentrating on two spells in this way, you must make a CON save (DC 10 + the highest-circle spell cast) to maintain concentration on these spells at the start of each of your turns. If you fail this save, both spells immediately end.\n\nIn addition, while concentrating on two spells, you have disadvantage on CON saves to maintain concentration whenever you take damage or suffer another effect that would potentially break concentration (this disadvantage doesn't apply to the CON saves you make at the start of each of your turns). Anything that causes you to lose concentration, including being incapacitated or killed, causes you to lose both spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the theurge's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Careful Craft.** When you add one of your Spellcraft die (see Spellcraft feature) to an ability check or save and the roll still fails, the die isn't expended.\n- **Persistent Craft.** If a creature you can see succeeds on a save against one of your spells, you can expend a Spellcraft die (see Spellcraft feature) to force the creature to reroll the save, subtracting the number rolled on your Spellcraft die from the new check result.\n- **Precise Craft.** If you roll a 1 on a Spellcraft die (see Spellcraft feature), you can reroll the die, and you must take the new result. In addition, if you roll the maximum result on a Spellcraft die (such as an 8 on a d8), you can roll the die again and add both numbers rolled to your check result.\n- **Vicious Craft.** You gain an additional way to use your Spellcraft dice (see Spellcraft feature). When you cast a spell that requires you to make an attack roll, you can spend one Spellcraft die and add the number rolled to the check result.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_flawless-concentration","name":"Flawless Concentration","desc":"While maintaining concentration on one or more Arcane or Divine spells, you never have disadvantage on CON saves to maintain concentration, regardless of the damage you take, environmental phenomena, or any other features or effects.\n\nIn addition, if a creature deals damage to you with multiple attacks or effects on its turn, you no longer have to roll CON saves for each instance of damage it deals to maintain concentration. Instead, you need to make only one save against the instance with the highest DC to successfully maintain concentration.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_epic-boon","name":"Epic Boon","desc":"Your commitment to the theurge's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Supreme Craft.** You can now expend up to two Spellcraft dice (see Spellcraft feature) to modify the same roll. If you end your turn with no Spellcraft dice remaining, you automatically recover one expended Spellcraft die.\n- **Supreme Focus.** When you make a CON save to maintain concentration, you can treat any d20 roll of 9 or lower as if you had rolled a 10 on the die. In addition, if you fail a CON save to maintain concentration while you are concentrating on two spells simultaneously, you lose concentration on only one spell instead of both (you choose which spell remains active).\n- **Supreme Unity.** If you start your turn with no uses of your Spell Synthesis feature remaining, you can combine raw power from your Arcane and Divine magic sources to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_theurge_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_theurge_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_theurge_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_theurge_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_theurge_slots-2nd","name":"2nd","desc":"[Column 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data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null}],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_theurge_slots-4th","name":"4th","desc":"[Column 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data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null}],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_theurge_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null}],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_theurge_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null},{"level":13,"detail":null},{"level":14,"detail":null}],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_theurge_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null},{"level":13,"detail":null},{"level":14,"detail":null},{"level":15,"detail":null},{"level":16,"detail":null}],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D6","hit_dice_name":"1D6 per Theurge level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per theurge level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Intelligence"},{"name":"Wisdom"}],"subclass_of":null,"name":"Theurge","desc":"","hit_dice":"D6","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_thief","features":[{"key":"bfrd_thief_fast-hands","name":"Fast Hands","desc":"Experience has honed your skills, allowing you to accomplish precision work in a flash. In addition to its standard uses, you can now use the bonus action granted by your Cunning Action feature to do any of the following:\n- Make a DEX (Sleight of Hand) check.\n- Take the Use an Object action.\n- Use thieves' tools to attempt to disarm a trap or open a lock.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_thief_second-story-work","name":"Second-Story Work","desc":"You've never met a wall you couldn't conquer, and climbing them is second nature. You gain a climbing speed equal to your walking speed. If you already have a climbing speed when you gain this feature, it increases by 10 feet.\n\nIn addition, when you make a long jump, you cover a number of feet equal to your walking speed if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap half your walking speed. Either way, each foot you clear on the jump costs a foot of movement. In the event a STR (Athletics) check is required to clear or extend a jump, you can choose to make a DEX (Acrobatics) check instead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_thief_appraising-eye","name":"Appraising Eye","desc":"You've developed an eye for quality. As an action, you can inspect any object within 10 feet of you that you can see to learn whether it is nonmagical or magical. If the object is nonmagical, you immediately learn its approximate value in gold pieces. You also learn whether the object is fake or could conceal other objects inside it (though you don't learn whether it is currently concealing objects or what those objects are).\n\nIf the object is magical, you can spend 1 minute examining it to learn its type, rarity, whether it is cursed, and if it requires attunement (and any specific attunement requirements it has). After you have examined a magic item in this way, you learn how to use it and can ignore any class or feature requirements that would normally prevent you from using it (though you still must abide by any level restrictions). If a magic item requires the use of a spellcasting ability, use your DEX to determine your spell save DC or spell attack bonus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_thief_trap-specialist","name":"Trap Specialist","desc":"When you or a creature within 5 feet of you triggers a trap, you can use your reaction to roll an ability check to attempt to disarm the trap. If you are successful, the trap is disarmed and not triggered. If you are unsuccessful, the trap is triggered as normal.\n\nIn addition, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your DEX modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap's DC (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_thief_thiefs-reflexes","name":"Thief's Reflexes","desc":"You have become adept at laying ambushes and quickly escaping danger. Now, 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. You can't use this feature if you are surprised.","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":"Rogue","key":"bfrd_rogue"},"name":"Thief","desc":"You have a reputation for quick thinking and quicker fingers. Leave throat-cutting and con-running to lesser scoundrels. You live to liberate treasures held under lock and key. The thrill of bypassing a sealed door, complex trap, or other “impassable” obstacle is the true prize—followed by the payday that comes from whatever you took.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_vanguard","features":[{"key":"bfrd_vanguard_core-traits","name":"Core Vanguard Traits","desc":"|||\n|---|---|\n|Hit Point Die|D12 per Vanguard level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Persuasion|\n|Weapon Proficiencies|Simple weapons, martial weapons|\n|Tool Proficiencies|None|\n|Armor Training|All armor and shields|\n|Starting Equipment|Choose A or B for each: (A) chain mail or (B) leather armor, longbow, and 20 arrows; (A) a martial weapon and a shield or (B) two martial weapons; (A) five javelins or (B) any simple melee weapon; (A) a diplomat's pack or (B) an explorer's pack|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_vanguard_born-leader","name":"Born Leader","desc":"Vanguards are natural leaders whose very presence inspires greatness in those around them. This inspiration can take many forms, but it is always tied to the values that drive a vanguard to fight and, by extension, to lead. Choose the quality that best represents your leadership with one of the following.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is inspired by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon deals extra damage of the weapon's type equal to your PB. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Intimidation skill. If you are already proficient, double your PB instead for checks made with that skill.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you gains a bonus equal to your PB on the first save it makes before the start of its next turn. If a creature must make a save at the end of its turn from an ongoing effect, it can gain this bonus on that save if it ends its turn within 5 feet of you. Creatures can benefit from this feature only while you are conscious. You also gain proficiency in the Persuasion skill. If you are already proficient, double your PB instead for checks made with that skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_war-banner","name":"War Banner","desc":"When circumstances turn dire, you can conjure a mystical banner that enhances nearby allies or hinders encroaching enemies. You decide the exact appearance of the banner, but it typically resembles a battle standard emblazoned with your coat of arms or similar symbol that represents you in battle.\n\nYou start with two banner effects: **Banner of Mercy** and **Black Flag**. You gain a new effect at 6th level, and some vanguard subclasses grant additional effects (see Vanguard Subclass). Unless stated otherwise, creatures must be within 15 feet of the banner (15-foot-radius sphere) and able to see the banner to be affected by it.\n\nAs an action, while engaged in encounter gameplay (while in initiative order), you can plant a War Banner in an unoccupied space within 5 feet of you, choosing which banner effect you create when you do so. Once placed, the banner remains active for 1 minute. While active, the banner can't be moved from its space, physically interacted with, or damaged by any means. Creatures can freely move through the banner's space without impediment. The banner can't be targeted by spells or effects, and it doesn't count as any kind of item for the purposes of targeting.\n\nThe banner disappears and any of its active effects end early if you become incapacitated, use an action to place a new banner, move more than 120 feet away from the banner, or choose to end the effect (no action required).\n\nYou can use your War Banner feature to create a banner a number of times equal to your PB, regaining all expended uses when you finish a long rest. You can't have more than one banner active at any one time. If you create a second banner while the first is still active, the first banner disappears.\n\n## War Banner: Banner of Mercy\n\nYou create a banner that shields your allies from harm. When you create this banner, it appears with a number of hit points equal to 10 × your vanguard level. When you or a friendly creature you can see within the banner's range takes damage, you can cause the banner to take any amount of that damage instead of the target (no action required). You can't cause the banner to take more damage than its current hit points. The banner can be used to reduce only damage from attacks that specifically target a creature, not area of effect attacks or spells, such as fireball.\n\nIf the banner is reduced to 0 HP, it is destroyed, and its effect immediately ends.\n\n## War Banner: Black Flag\n\nYou create a banner that spurs your allies to give no quarter. When you or a friendly creature miss with an attack made against a creature you can see within the banner's range, the attacker can choose to reroll the attack. This feature can be used only to reroll attacks made during the attacker's turn, and it can't be used more than once on the same turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_war-banner-lucky-colors","name":"War Banner: Lucky Colors","desc":"Starting at 6th level, you gain this third War Banner option.\n\nWhen you create this banner, it appears with a number of Luck equal to your CHA modifier (minimum of 1). Each time a friendly creature within the banner's range gains Luck, the banner gains the same amount of Luck, adding to its current total. The banner has no limit to the amount of Luck it can have at any one time.\n\nIf you choose to allow it, a friendly creature within the banner's range can spend Luck from the banner to modify a roll as if that creature had that Luck (see Luck Rules in the Player's Guide), which reduces the banner's total by the amount spent. A creature can use any combination of Luck it has accumulated normally and Luck from the banner to modify a roll, but it can't spend more than 5 Luck to modify the same roll. You must follow all other normal rules and restrictions when spending Luck from the banner.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_stratagems","name":"Stratagems","desc":"Your leadership and strategic knowledge allow you and your allies to perform martial tactics called stratagems that can turn the tide of battle in your favor. When you gain this feature at 2nd level, you learn two stratagems of your choice. Stratagem options are detailed at the end of the vanguard class description (see Stratagems). At certain vanguard levels, you learn additional stratagems of your choice, as shown in the Stratagems Known column of the Vanguard Progression table.\n\nIn addition, when you gain a level in this class, you can choose one stratagem you know and replace it with another stratagem that you meet the prerequisites for.\n\nUnless otherwise noted, you can use only one stratagem on your turn, and creatures must be able to hear or see you to be targeted by your stratagems. You can use this feature to issue a number of stratagems equal to your CHA modifier, and you regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_support-action","name":"Support Action","desc":"Your honed situational awareness allows you to act quickly on the battlefield. As a bonus action, you can take the Disengage or Help action (see Actions in Combat in Player's Guide) or perform a weapon option (see Weapon Options in Player's Guide).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_vanguard-subclass","name":"Vanguard Subclass","desc":"Choose a subclass that represents your leadership archetype: Bulwark, Herald, or Marshal (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_vanguard_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the martial talents list (see Player's Guide).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_superior-stratagems","name":"Superior Stratagems","desc":"You now regain all expended uses of your Stratagems feature when you finish a short or long rest.\n\nIn addition, you can now use your stratagems, specifically those that require an action to perform, when you take the Attack action. To do so, you must replace one of the attacks granted by your Multiattack with the use of an eligible stratagem.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_manifold-tactic","name":"Manifold Tactic","desc":"You can now use up to two different stratagems on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the vanguard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Battle Standard.** When initiative is rolled, you can use your War Banner feature to place a banner within 5 feet of your starting position without expending a use of the feature. You can't use this ability if you are surprised.\n- **Combat Ingenuity.** Learn two additional stratagems (see Stratagems feature) of your choice. These don't count against your total stratagems known. When you gain a level in vanguard, you can choose to replace these stratagems as you would any other.\n- **Force of Personality.** Whenever you make an ability check with a skill, tool, or vehicle that you are proficient with, you can use your CHA modifier to calculate the check result instead of whatever ability modifier would normally apply.\n- **Unwavering Resolve.** When you roll an ability check or save to avoid becoming frightened or charmed, you can treat a roll of 9 or less as if you had rolled a 10 on the die. You gain the same benefit on checks made to end ongoing effects of the same types.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_valiant-commander","name":"Valiant Commander","desc":"Your leadership capabilities are unparalleled. Gain one of the following benefits based on the Born Leader feature choice you made at 1st level.\n\n**Authority.** A friendly creature that starts its turn within 5 feet of you is empowered by your authority. Until the end of its turn, each time that creature hits with a weapon attack, the weapon now deals extra damage of the weapon's type equal to your PB + your CHA modifier. In addition, whenever you make a check with the Intimidation skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.\n\n**Community.** A friendly creature that ends its turn within 5 feet of you now gains a bonus equal to your PB on all saves it makes before the start of its next turn. In addition, whenever you make a check with the Persuasion skill, you can treat any roll of 9 or lower as if you had rolled a 10 on the die.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_battlefield-resolve","name":"Battlefield Resolve","desc":"When you roll initiative and have no uses of your Stratagems feature remaining, you regain a number of uses equal to half your CHA modifier rounded down (minimum of 1).\n\nIn addition, when you roll a 20 on an attack roll or save, you regain 1 expended use of your Stratagem feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_banner-improvements","name":"Banner Improvements","desc":"Banners you create with your War Banner feature can now affect creatures within 30 feet instead of 15 feet. Creatures within the banner's range no longer have to see the banner to be affected by it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_stand-together","name":"Stand Together","desc":"Your true strength lies in fighting beside your companions. You and friendly creatures within 5 feet of you have a cumulative +1 bonus to attack rolls and saves for each space within 5 feet of you occupied by at least one friendly creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_epic-boon","name":"Epic Boon","desc":"Your commitment to the vanguard's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Enduring Art.** You can issue an unlimited number of stratagems (see Stratagems feature) on your turn, but you still must expend the necessary uses of the feature to do so.\n- **Strategist's Art.** If you start your turn with no uses of your Stratagems feature remaining, as either an action or a bonus action, you can recover a number of uses equal to your CHA modifier (minimum of 1). Once you use this feature, you can't do so again until you finish a long rest.\n- **Warlord's Art.** Whenever you or a friendly creature deal damage with an attack performed as part of a stratagem (see Stratagems feature), the attacker automatically deals the maximum possible damage. Damage dealt in this way ignores all damage resistances and immunities.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_vanguard_stratagems-known","name":"Stratagems Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"—"},{"level":2,"column_value":"2"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"5"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"10"},{"level":20,"column_value":"10"}]},{"key":"bfrd_vanguard_stratagem-options","name":"Stratagem Options","desc":"This section lists the stratagems available for vanguards to learn. Each option lists the type of action required and provides a description for how the stratagem works, including any targets.\n\nStratagem options appear in alphabetical order.\n\n### Bolster\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you fails a save, you can allow that creature to reroll the save and add your CHA modifier to the result. The target must take the result of the new roll.\n\n### Charge\n\n*Action Type: Action*\n\nYou designate one creature that you can see, and you move up to your speed in a straight line toward that creature. When you do so, any friendly creature within 15 feet of your starting position can use its reaction to also move up to its speed in a straight line toward that creature.\n\n### Close Ranks\n\n*Action Type: Action*\n\nYou command allies to tighten their formation. Until the start of your next turn, friendly creatures within 15 feet of you are immune to critical hits and can't be forced to move against their will. You have the same benefits while at least one friendly is in range.\n\n### Coordinated Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target you can see, adding your CHA modifier as a bonus to the attack roll. If the attack hits, you can direct one willing creature within 15 feet of the target to use its reaction to move up to 15 feet toward the target and make a single attack against the target, adding your CHA modifier as a bonus to its attack roll.\n\n### Counterstrike\n\n*Action Type: Reaction*\n\nAs a reaction when a hostile creature that you can see within 15 feet of you makes an attack against a friendly creature that you can see, you can move up to your speed toward the attacker and make a single melee weapon attack against it (if the target is within your reach).\n\n### Flank Position\n\n*Action Type: Action*\n\nYou create an opening for one of your allies. When you do so, designate one hostile creature within 5 feet of you and one friendly creature that can see or hear you within 30 feet of you. Until the start of your next turn, that friendly creature has advantage on all attack rolls made against that hostile creature while you remain within 5 feet of the hostile creature.\n\n### Goading Strike\n\n*Action Type: Action*\n\nYou make a single weapon attack against a target within 5 feet of you, adding your CHA modifier as a bonus to the attack roll. If the attack hits, the target has disadvantage on attack rolls against any creature within 5 feet of you (other than you) until the end of its next turn.\n\n### Inspiring Bellow\n\n*Action Type: Bonus Action*\n\nYou target one creature within 30 feet of you that can see or hear you. The target regains a number of hit points equal to your vanguard level + your CHA modifier.\n\n### Marching Orders\n\n*Action Type: Bonus Action*\n\nYou allow up to two friendly creatures that can see or hear you to move up to half their speed without provoking opportunity attacks from creatures within 5 feet of you.\n\n### Marshal Tactics\n\n*Action Type: Bonus Action*\n\nYou allow one friendly creature within 30 feet of you that can see or hear you to use its reaction to make a single weapon attack or cast a cantrip.\n\n### Raise Guard\n\n*Action Type: Reaction*\n\nAs a reaction when a friendly creature that you can see within 30 feet of you would be hit by an attack from a creature that you can see, you can grant the friendly creature a bonus to its AC equal to your CHA modifier, potentially turning a hit into a miss. Whether the attack hits or misses, the target retains the AC bonus until the start of your next turn.\n\n### Rally\n\n*Action Type: Action*\n\nYou inspire wounded allies to fight through their injuries. Each conscious friendly creature within 15 feet of you that can see or hear you gains temporary hit points equal to your PB + your CHA modifier.\n\n### Surround\n\n*Action Type: Action*\n\nYou command allies to surround a foe to prevent it from escaping. When you do so, choose one Huge or smaller creature you can see within 5 feet of you. Until the start of your next turn, the target's speed is reduced by 10 feet for each friendly creature (other than you) within 5 feet of the target, reducing the target's speed to no lower than 0 feet. This benefit ends early if you move more than 5 feet away from the target.\n\n### Tactical Reposition\n\n*Action Type: Bonus Action*\n\nYou switch positions with one willing creature that you can see within 10 feet of you. This movement doesn't provoke opportunity attacks and doesn't count against your available movement for the turn. To target a creature with this stratagem, neither you nor your target can be grappled, restrained, or otherwise unable to move.","crossreferences":{"to":[]},"feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Vanguard level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per vanguard level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Constitution"}],"subclass_of":null,"name":"Vanguard","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_vanguard-marshal","features":[{"key":"bfrd_vanguard-marshal_inspiring-leadership","name":"Inspiring Leadership","desc":"When you use your Stratagems feature, you can choose one friendly creature that can see and hear you. That creature has advantage on the next attack roll it makes before the end of its next turn.\n\nThe number of creatures you can affect with this ability increases as you gain levels in the vanguard class. You can choose up to two creatures when you reach 7th level, three at 11th level, and four at 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":"1 target"},{"level":7,"detail":"2 targets"},{"level":11,"detail":"3 targets"},{"level":15,"detail":"4 targets"}],"data_for_class_table":[]},{"key":"bfrd_vanguard-marshal_war-banner","name":"War Banner","desc":"You gain the following War Banner option.\n\n**War Banner: Banner of Coordination.** You create a banner that helps allies coordinate their strikes. A friendly creature that starts its turn within the banner's range gains a +1 bonus to attack rolls for each other friendly creature currently within the banner's range, up to your PB, until the start of its next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard-marshal_generals-gambit","name":"General's Gambit","desc":"When you or a friendly creature that you can see within 30 feet of you fails an ability check, attack roll, or save, you can expend and roll one of your vanguard Hit Dice. Add the number rolled to the check result, potentially turning a failure into a success.\n\nYou can use this feature to modify multiple checks on the same round, but you can't use this feature to modify the same check more than once.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard-marshal_comrade-in-arms","name":"Comrade in Arms","desc":"Whenever you use your Inspiring Leadership feature to give at least one friendly creature advantage, you can also grant yourself advantage on the next attack roll you make before the end of that turn.\n\nIn addition, when a creature hits with an attack that has advantage from your Inspiring Leadership, the attack deals additional damage of the attack's type equal to your PB + your CHA modifier (minimum of 2).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_vanguard-marshal_battlefield-vigor","name":"Battlefield Vigor","desc":"You are the paragon of resilience on the battlefield. When you start your turn below half your hit point maximum but have at least 1 HP, you regain hit points equal to your PB + your CON modifier (minimum of 2).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Vanguard","key":"bfrd_vanguard"},"name":"Marshal","desc":"Marshals are considered by some to be the ultimate vanguards. They hone their martial and leadership skills to become beacons of authority on the battlefield that inspire undying loyalty in those they command. Those that chose this path inevitably leave their mark on history as knights of legend, ruthless conquerors, or brilliant generals.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_war-domain","features":[{"key":"bfrd_cleric-war-domain_channel-divinity-mark-of-triumph","name":"Channel Divinity: Mark of Triumph","desc":"You gain the following Channel Divinity option.\n\n**Channel Divinity: Mark of Triumph.** As a bonus action, you present your holy symbol and mystically mark one creature within 60 feet of you that you can see. Until the start of your next turn, all creatures who attack a marked creature have advantage on the first attack roll they make against it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_disciple-of-war","name":"Disciple of War","desc":"Victory brings you closer to the divine, inspiring you to press beyond your normal limits. Once per turn, when you successfully hit a creature with an attack while using the Attack action, you can choose to make an additional weapon attack as part of that same action. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_expanded-talent-list","name":"Expanded Talent List","desc":"When you gain a new talent, you can select that talent from the magic or martial talent list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_war-domain-spells","name":"War Domain Spells","desc":"You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Cleric Subclass class feature for how these spells work.\n\n|Cleric Level|Spells|\n|---|---|\n|3rd|command, magic weapon, shield of faith, warding bond|\n|5th|fear, spirit guardians|\n|7th|death ward, guardian of faith|\n|9th|antilife shell, flame strike|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_blessed-warrior","name":"Blessed Warrior","desc":"Attacks you make are particularly potent. When you deal damage with a weapon or spell attack made with a Divine spell, you can reroll any 1s you roll on the damage dice. You must take the new result for any dice rerolled in this way.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_greater-triumph","name":"Greater Triumph","desc":"When you use the Mark of Triumph effect of your Channel Divinity feature, you can mystically mark a number of creatures equal to your PB. All targets must be within 60 feet of you.\n\nIn addition, when a creature marked by your Mark of Triumph feature is reduced to 0 HP, you can use your reaction to move the mark to a different target within 60 feet of you that you can see. A mark moved in this way still disappears at the start of your next turn, as normal.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_cleric-war-domain_holy-strike","name":"Holy Strike","desc":"Once per turn, when you successfully hit a creature with a weapon or spell attack made with a Divine spell, you can treat the attack as if you rolled a critical hit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"bfrd_cleric"},"name":"War Domain","desc":"Gods of the War domain celebrate strength, the glory of victory, and the thrill of competition. Those gods with evil or chaotic proclivities emphasize destruction and violence, but most societies and heroic characters worship war gods who honor courage and excellence in battle and cherish those who fight when the need is great.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_warlock","features":[{"key":"bfrd_warlock_core-traits","name":"Core Warlock Traits","desc":"|||\n|---|---|\n|Hit Point Die|D8 per Warlock level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|Light armor, medium armor, shields|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) a wyrd focus; (A) a scholar's pack or (B) a dungeoneer's pack; plus Leather armor, any simple weapon, and two daggers|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_warlock_eldritch-blast","name":"Eldritch Blast","desc":"As a result of binding yourself to otherworldly powers, you can conjure a baleful magical energy. As an action, you can send a beam of crackling eldritch power toward a creature within 120 feet of you. When you do so, make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\n\nUpon achieving higher levels of warlock, you can create more than one beam: two beams at 5th level, three at 9th, and four at 14th. You can direct the beams at the same or different target. You make a separate attack roll for each beam.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":5,"detail":"2 Beams"},{"level":9,"detail":"3 Beams"},{"level":14,"detail":"4 Beams"}],"data_for_class_table":[]},{"key":"bfrd_warlock_pact-boon","name":"Pact Boon","desc":"The initial pact that grants you your warlock powers is sealed with the gift of a Pact Boon. You gain one of the following boons of your choice.\n\n## Pact of the Blade\n\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You have proficiency with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with the weapon, you can use your CHA modifier, instead of STR or DEX, for attack and damage rolls.\n\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\n\nYou can transform an existing melee weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears when you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\n\n## Pact of the Chain\n\nYou learn a more potent version of the find familiar ritual and can cast it without the need for any material components. The spell doesn't count against your number of spells known. A familiar summoned with this feature has the following differences from a standard familiar summoned by the spell:\n- When you cast the spell, you can choose one of the normal familiar forms or one of the following special forms: blink dog, imp, pseudodragon, or quasit.\n- You can telepathically communicate or see through your familiar's eyes as long as it is on the same plane as you, ignoring the standard 100-foot range restriction. In addition, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\n- Your familiar can attack. In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any commands, it takes the Dodge action and uses its move to avoid danger.\n\n## Pact of the Tome\n\nYou receive an eldritch grimoire called a Book of Shadows. You can use your Book of Shadows as a spellcasting focus for your spells. When you gain this feature, choose three cantrips from any source spell list (they don't have to be from the same list). While the book is on your person, you can cast those cantrips. These cantrips count as Wyrd spells for you.\n\nIf your Book of Shadows is lost or destroyed, you can perform a 1-hour ceremony to create a replacement. The replacement contains any spells previously transcribed within it. This ceremony can be performed as part of a short or long rest, and it destroys the previous grimoire—if it still exists. The book is unreadable by anyone but you, and it is instantly destroyed when you die.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_eldritch-invocations","name":"Eldritch Invocations","desc":"In your study of occult lore, you have unearthed eldritch invocations. These fragments of forbidden knowledge imbue you with magical abilities that abide beyond any mere spell duration.\n\nYou gain two eldritch invocations of your choice, though you must meet any prerequisites. Invocation options are detailed at the end of the class description. At certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock Progression table.\n\nIn addition, when you gain a level in this class, you can choose one invocation you know and replace it with another invocation that you meet the prerequisites for.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_spellcasting","name":"Spellcasting","desc":"Your eldritch power deepens, giving you the ability to cast Wyrd spells.\n\n**Cantrips.** At 2nd level, choose two cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Warlock Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using a Wyrd spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Warlock Progression table shows how many spells you know and how many spell slots you have per day at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell bane and have a 1st-circle and a 2nd-circle spell slot available, you can cast bane using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n**Spells Known of 1st-Circle and Higher.** At 2nd level, choose two 1st-circle spells from the Wyrd spell list to learn.\n\nThe Spells Known column of the Warlock Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 5th level as a warlock, you can learn one new Wyrd spell of 1st or 2nd circle.\n\nWhen you gain a level of warlock, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.\n\n**Spellcasting Ability.** Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier\n- Spell attack modifier = your proficiency bonus (PB) + your CHA modifier\n\n**Spellcasting Focus.** You can use a wyrd focus as a spellcasting focus for your Wyrd spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_warlock-subclass","name":"Warlock Subclass","desc":"Choose a subclass that reflects the type of entity that becomes your patron, either Fiend or Reaper (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":null},{"level":11,"detail":null},{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_pact-magic","name":"Pact Magic","desc":"**Pact Spells.** Each warlock subclass has a list of pact spells that you can access as soon as you can cast spells of that circle (as shown in the Warlock Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting a pact spell still expends a Wyrd spell slot as normal. If one of these spells isn't on the Wyrd spell list, it still counts as a Wyrd spell for you. You can't replace pact spells when you gain a level of warlock.\n\n**Pact Magic.** Your patron gives you access to a special reservoir of power called Pact Magic. You can expend one use of Pact Magic to cast any Pact Spell you know without expending a spell slot, though they are always treated as cast at the highest-circle warlock spell slot you can access (see Warlock Progression).\n\nYou can use this feature twice, whether casting the same or different spells from your Pact Spells. You gain additional uses of Pact Magic at higher warlock levels: at 13th level, you can use it three times between rests, and at 17th level, you can use it four times between rests.\n\nYou regain all expended uses of Pact Magic when you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":13,"detail":"3/Rest"},{"level":17,"detail":"4/Rest"}],"data_for_class_table":[]},{"key":"bfrd_warlock_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_enhanced-boon","name":"Enhanced Boon","desc":"Your patron enhances your Pact Boon as a reward for your service. You gain one of the following enhancements as determined by your chosen Pact Boon. If you have more than one Pact Boon, choose which one is enhanced.\n\n## Pact of the Blade\n\nYou can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.\n\n## Pact of the Chain\n\nWhen you complete a short or long rest, your familiar gains temporary hit points equal to your PB + your CHA modifier. In addition, when you make an attack against a creature within 5 feet of your familiar, your familiar can use its reaction to give you advantage on the attack roll.\n\n## Pact of the Tome\n\nYou can now inscribe rituals into your Book of Shadows. Choose two rituals of 1st or 2nd circle (in any combination) from the Wyrd ritual list. The rituals appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen rituals.\n\nOn your adventures, you can add other Wyrd rituals you find to your Book of Shadows if a ritual's circle is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each circle of the ritual, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the warlock's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Echoes of Knowledge.** You learn one 1st-circle and one 2nd-circle spell of your choice from any spell list, they count as Wyrd spells for you. The chosen spells can't be rituals, and they don't count against your total spells known. These spells are added to your list of Pact Spells and can be cast by expending a use of Pact Magic or by expending Wyrd spell slots as normal.\n- **Echoes of Power.** When you successfully hit with one of your Eldritch Blast beams and roll a 10 on the damage die, you can roll the d10 again and add the number rolled to the result as extra force damage dealt by that beam.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_patrons-favor","name":"Patron's Favor","desc":"You can call upon your patron's power by expending a use of your Pact Magic feature to cast any spell you know of 5th-circle or lower from any spell list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_epic-boon","name":"Epic Boon","desc":"Your commitment to the warlock's path grants you a powerful new ability. You gain the following epic boon:\n- **Eldritch Master.** If you start your turn with no uses of Pact Magic remaining, you can beseech your patron to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_warlock_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_warlock_invocations-known","name":"Invocations Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"10"},{"level":20,"column_value":"10"}]},{"key":"bfrd_warlock_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_warlock_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"},{"level":10,"column_value":"6"},{"level":11,"column_value":"7"},{"level":12,"column_value":"7"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"10"},{"level":18,"column_value":"10"},{"level":19,"column_value":"11"},{"level":20,"column_value":"11"}]},{"key":"bfrd_warlock_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_warlock_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_warlock_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"2"},{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_warlock_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_warlock_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_warlock_eldritch-invocation-options","name":"Eldritch Invocation Options","desc":"This section lists the eldritch invocations available for warlocks to learn. If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.\n\nIf a prerequisite lists a level requirement, that is the minimum warlock level required (you can take it at higher warlock levels).\n\nInvocation options appear in alphabetical order.\n\n### Agonizing Blast\n\n*Prerequisite: None*\n\nWhen you use your Eldritch Blast feature, add your CHA modifier to the damage each beam deals on a successful hit.\n\n### Armor of Shadows\n\n*Prerequisite: None*\n\nWhile you aren't wearing armor or wielding a shield, your AC becomes 13 + your CHA modifier. This effect is suppressed while you are unconscious or in an area affected by an antimagic field spell.\n\n### Ascendant Step\n\n*Prerequisite: 9th Level*\n\nYou can cast the levitate spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Bewitching Whispers\n\n*Prerequisite: 7th Level*\n\nYou can cast the compulsion spell once without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Beyond Sight\n\n*Prerequisite: None*\n\nYou can see in dim light, darkness, and magical darkness as though it were bright light, to a range of 120 feet.\n\n### Boon Savant\n\n*Prerequisite: 7th-Level Warlock, Second Boon*\n\nYour second Pact Boon becomes more powerful, gaining the benefits detailed in your Enhanced Boon feature.\n\n### Chains of Carceri\n\n*Prerequisite: 15th Level*\n\nYou can cast the greater hold spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Dreadful Word\n\n*Prerequisite: 7th Level*\n\nYou can cast the confusion spell once without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Eldritch Burst\n\n*Prerequisite: None*\n\nYou gain the following benefits when you use your Eldritch Blast feature:\n- You don't have disadvantage on ranged spell attack rolls to hit a prone target if it is more than 5 feet away from you.\n- You don't have disadvantage on ranged spell attack rolls if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.\n\n### Eldritch Sight\n\n*Prerequisite: None*\n\nYou can cast the detect magic spell as often as you wish, without expending a spell slot.\n\n### Eldritch Spear\n\n*Prerequisite: None*\n\nWhen you use your Eldritch Blast feature, you can now target creatures within 300 feet of you.\n\n### Fiendish Vigor\n\n*Prerequisite: None*\n\nYou can cast the false life spell on yourself as often as you wish, without expending a spell slot or material components. You can cast it at the highest circle you have a Wyrd spell slot for (see Warlock Progression table).\n\n### Gaze of Two Minds\n\n*Prerequisite: None*\n\nYou can use your action to touch a willing Humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\n\n### Lifedrinker\n\n*Prerequisite: 11th Level*\n\nWhen you hit a creature with a weapon attack, the creature takes additional necrotic damage equal to your CHA modifier (minimum of 1).\n\n### Mask of Many Faces\n\n*Prerequisite: None*\n\nYou can cast the disguise self spell as often as you wish, without expending a spell slot.\n\n### Mire the Mind\n\n*Prerequisite: 5th Level*\n\nYou can cast the slow spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Misty Visions\n\n*Prerequisite: None*\n\nYou can cast the silent image spell as often as you wish, without expending a spell slot or material components.\n\n### Mystic Arcanum\n\n*Prerequisite: 11th Level*\n\nYour patron bestows a magical secret called an arcanum. Choose one non-ritual spell from the Wyrd spell list as this arcanum. The highest circle spell you can choose is determined by your current warlock level, as shown in the Maximum Circle by Level table.\n\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can cast it in this way again. Alternatively, if your arcanum is of a circle for which you have spell slots, you can expend a spell slot to cast it as you would a standard spell.\n\nYou can take this invocation multiple times, choosing a different spell each time.\n\n|Warlock Level|Maximum Spell Circle of Arcanum|\n|---|---|\n|11th|6th Circle|\n|13th|7th Circle|\n|15th|8th Circle|\n|17th|9th Circle|\n\n### One with Shadows\n\n*Prerequisite: 5th Level*\n\nWhen you are in an area of dim light, darkness, or magical darkness, you can use your action to become invisible until you move or take an action or a reaction.\n\n### Otherworldly Leap\n\n*Prerequisite: 9th Level*\n\nYou can cast the longstrider spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Patron's Anchor\n\n*Prerequisite: None*\n\nWhen you make a CON save to maintain concentration on a Wyrd spell or a spell cast with an Eldritch Invocation, you can choose to make a CHA save instead. In addition, you have advantage on the first concentration save you make each round.\n\n### Repelling Blast\n\n*Prerequisite: None*\n\nWhen you successfully hit a creature with one or more beams created by your Eldritch Blast feature, you can push the creature up to 10 feet per beam away from you in a straight line (in addition to dealing damage). If this movement is interrupted by the target encountering a solid surface (such as being pushed into a stone wall), the target also takes 1d6 bludgeoning damage for each 10-foot increment it moved.\n\n### Sculptor of Flesh\n\n*Prerequisite: 7th Level*\n\nYou can cast the polymorph spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Second Boon\n\n*Prerequisite: 5th Level*\n\nYou gain the benefits of a second boon from the options described in the 1st level feature Pact Boon: Pact of the Blade, Pact of the Chain, or Pact of the Tome.\n\n### Sign of Ill Omen\n\n*Prerequisite: 5th Level*\n\nYou can cast the bestow curse spell without expending a spell slot or material components. You can't do so again until you finish a long rest.\n\n### Spirit Translator\n\n*Prerequisite: None*\n\nYou can cast the comprehend languages spell on yourself as often as you wish, without expending a spell slot or material components.\n\n### Stolen Knowledge\n\n*Prerequisite: None*\n\nYou gain proficiency in any two skills or tools of your choice (in any combination).\n\nYou can take this invocation multiple times, choosing different proficiencies each time.\n\n### Thief of Five Fates\n\n*Prerequisite: None*\n\nYou can cast bane as a 1st-circle spell as often as you wish, without expending a spell slot or material components.\n\n### Visions of Distant Realms\n\n*Prerequisite: 15th Level*\n\nYou can cast the arcane eye spell as often as you wish, without expending a spell slot or material components.\n\n### Whispers of the Grave\n\n*Prerequisite: 9th Level*\n\nYou can perform the speak with dead ritual as often as you wish, without a ritual book or material components.\n\n### Witch Sight\n\n*Prerequisite: 15th-Level*\n\nYou can see the true form of any creature with the Shapechanger tag or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.","crossreferences":{"to":[]},"feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Warlock level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per warlock level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Warlock","desc":"","hit_dice":"D8","caster_type":"HALF","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_weapon-master","features":[{"key":"bfrd_fighter-weapon-master_mastery","name":"Mastery","desc":"Choose three types of simple or martial weapons with which you have proficiency. You have mastered the use of those three weapons.\n\nOnce per turn, when you roll damage for an attack with a weapon you have mastered, you can reroll the weapon's damage dice and use either result.\n\nAlternatively, once per turn, when you use a weapon option for a weapon that you have mastered, you can roll the attack's damage even if the weapon option doesn't normally allow it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter-weapon-master_stunts","name":"Stunts","desc":"As part of your training, you've learned to use unique tactics with certain weapons. You gain access to special maneuvers called stunts.\n\nTo use a stunt, you must wield a weapon that matches the weapon type listed in the stunt description (if one is listed). You can only use one stunt per turn. You gain access to advanced stunts at higher levels.\n\nAll stunts listed are available to you at 3rd level. You can perform stunts a number of times equal to your PB + 1. After that, you must finish a short or long rest to regain expended uses.\n\n**Saves.** Some stunts require your target to make a save to resist its effects. The save DC for these stunts is calculated as follows:\n- Stunt save DC = 8 + your proficiency bonus (PB) + your STR or DEX modifier (your choice)\n\n## Stunt Options\n\nStunts are presented in alphabetical order.\n\n### Arcing Strike\n\n*Requires a Heavy Melee Weapon*\n\nWhen you deal damage with a heavy weapon wielded in both hands, you can also deal half the damage you dealt to a different target within reach that you can see. If the second target is an object, it takes the full damage instead. You can decide to use this after you know your damage roll.\n\n### Cheap Shot\n\n*Requires a Melee Weapon*\n\nWhen you successfully hit a target with a melee weapon as part of the Attack action, you can immediately make an unarmed strike against that target as part of the same Attack action.\n\n### Make It Count\n\nWhen you take the Attack action, you can make a single weapon attack with a +10 to the attack roll. On a hit, the attack deals additional damage equal to your fighter level. You can't make additional attacks as part of that Attack action, even if a feature like Multiattack would normally allow you to do so.\n\n### Parry\n\n*Requires a Melee Weapon*\n\nWhen a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your PB (to a minimum of 0 damage).\n\n### Redirect\n\nWhen you miss a target with a weapon attack, you can use your reaction to immediately reroll the attack, but you must select a different target you can see within 5 feet of the original target.\n\n### Riposte\n\n*Requires a Melee Weapon*\n\nWhen a creature you can see within range misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature.\n\n### Straight Through\n\n*Requires a Ranged Weapon*\n\nWhen you deal damage with a ranged weapon attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll.\n\n### Tactical Retreat\n\n*Requires a Melee Weapon*\n\nWhen you hit a creature with a weapon as part of the Attack action, you can immediately move up to half your speed as part of the same action without provoking opportunity attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter-weapon-master_deadly-flourish","name":"Deadly Flourish","desc":"Attacks made with weapons you have mastered through your Mastery feature score critical hits on rolls of 19 or 20. When you score a critical hit, you can use your reaction to do one of the following:\n- Make a ranged weapon attack against a number of creatures equal to your PB within 15 feet of the target hit by your critical hit.\n- Make a separate melee attack against each creature within 5 feet of you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter-weapon-master_advanced-stunts","name":"Advanced Stunts","desc":"The following powerful stunts are available to you whenever you could use a stunt.\n\n### Assassin's Ambush\n\nWhen you hit a creature, from which you are hidden, with a weapon attack, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapon's damage dice three times instead of twice.\n\n### Bulwark\n\n*Requires a Shield*\n\nWhen you take damage from a spell or ability that requires a save, such as the fireball spell, you can use your reaction to reduce the damage dealt to you by an amount equal to your AC. Psychic damage can't be reduced by this stunt.\n\n### Felling Sweep\n\n*Requires a Heavy Melee Weapon*\n\nAs an action, you can make a single melee attack that targets each creature within reach, using a single attack and damage roll.\n\n### Preemptive Strike\n\n*Requires a Melee Weapon*\n\nWhen a creature comes within reach of your weapon, you can use your reaction to make a single attack against it. On a hit, the target's speed is reduced by 15 feet until the start of your next turn.\n\n### Rapid Release\n\n*Requires a Ranged or Thrown Weapon*\n\nAfter you take the Attack action, you can use a bonus action to make an additional attack with a ranged or thrown weapon. You can draw a thrown weapon as part of the attack.\n\n### Wrestler's Clutch\n\n*Requires a Melee Weapon*\n\nWhen you hit a creature with a melee attack, the creature must succeed on a STR save or become grappled by you. While this grapple persists, stunts you use against the grappled creature don't expend uses of your Stunts feature. This grapple ends if you attack another creature, the target escapes, or you end it (no action required).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_fighter-weapon-master_grand-finale","name":"Grand Finale","desc":"When you roll initiative and have no uses of your Stunts feature remaining, you can regain 3 uses. You must complete a long rest before you can use this feature again.","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":"Fighter","key":"bfrd_fighter"},"name":"Weapon Master","desc":"Most fighters feel a deep connection to their weapons, but none more so than the Weapon Master. For them, a favored bow or blade is a natural extension of their body and a trusted ally. Fighters who pursue this subclass learn to use their chosen arms with efficiency and artistry.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_witch","features":[{"key":"bfrd_witch_core-traits","name":"Core Witch Traits","desc":"|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Witch level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Animal Handling, Arcana, Medicine, Nature, Perception, Persuasion, Survival|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose alchemist tools or herbalist tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B for each: (A) Shortbow and 20 arrows or (B) any simple weapon; (A) a component pouch or (B) a wyrd focus; (A) a priest's pack or (B) an explorer's pack; plus Leather armor and a dagger|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_witch_hex","name":"Hex","desc":"You curse a creature with a potent disruptive magical effect called a hex. As a bonus action, you can choose a creature within 60 feet of you, other than yourself, that can hear or see you. That creature gains one Hex die, a d6.\n\nOnce within the next 10 minutes, as a reaction when the creature makes an ability check, attack roll, or save, you can roll the Hex die, and the creature subtracts the number rolled from that check's total. Once the Hex die is rolled, it is lost. A creature can have only one Hex die assigned to it at a time.\n\nYou can use this feature a number of times equal to your WIS modifier, and you regain any expended uses when you finish a long rest. Your Hex die changes when you reach certain levels in the witch class, increasing to a d8 at 5th level, d10 at 9th, and d12 at 14th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":5,"detail":"d8"},{"level":9,"detail":"d10"},{"level":14,"detail":"d12"}],"data_for_class_table":[]},{"key":"bfrd_witch_spellcasting","name":"Spellcasting","desc":"As a conduit for wyrd power, you can cast Wyrd spells. See Spellcasting in the Player's Guide for general rules of spellcasting and for the Wyrd spell list.\n\n## Cantrips\n\nAt 1st level, choose three cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Witch Progression table.\n\n## Casting Spells\n\nYou know several spells and can cast any of them by using a Wyrd spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Witch Progression table shows how many spells you know and how many Wyrd spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell guiding bolt and have a 1st-circle and a 2nd-circle spell slot available, you can cast guiding bolt using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Wyrd spell list to learn.\n\nThe Spells Known column of the Witch Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 3rd level as a witch, you can learn one new Wyrd spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of witch, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.\n\n## Spellcasting Ability\n\nWisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier\n- Spell attack modifier = your proficiency bonus (PB) + your WIS modifier\n\n## Rituals\n\nYou can also cast a type of long-form spell called a ritual. Rituals don't count against your known spell total, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Wyrd ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Witch Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\n## Spellcasting Focus\n\nYou can use a wyrd focus as a spellcasting focus for your Wyrd spells. Unless stated otherwise, any of the witch's implements described in the Spirit Binding feature can also function as a spellcasting focus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_witch_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"2"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"5"},{"level":7,"column_value":"5"},{"level":8,"column_value":"6"},{"level":9,"column_value":"7"},{"level":10,"column_value":"7"},{"level":11,"column_value":"8"},{"level":12,"column_value":"8"},{"level":13,"column_value":"9"},{"level":14,"column_value":"10"},{"level":15,"column_value":"11"},{"level":16,"column_value":"11"},{"level":17,"column_value":"12"},{"level":18,"column_value":"13"},{"level":19,"column_value":"13"},{"level":20,"column_value":"13"}]},{"key":"bfrd_witch_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"},{"level":10,"column_value":"11"},{"level":11,"column_value":"12"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"13"},{"level":15,"column_value":"14"},{"level":16,"column_value":"14"},{"level":17,"column_value":"15"},{"level":18,"column_value":"15"},{"level":19,"column_value":"15"},{"level":20,"column_value":"15"}]},{"key":"bfrd_witch_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_witch_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_witch_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null}],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_witch_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null}],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_witch_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_witch_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_witch_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null}],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_witch_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null}],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_witch_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null},{"level":13,"detail":null},{"level":14,"detail":null}],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_witch_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[{"level":1,"detail":null},{"level":2,"detail":null},{"level":3,"detail":null},{"level":4,"detail":null},{"level":5,"detail":null},{"level":6,"detail":null},{"level":7,"detail":null},{"level":8,"detail":null},{"level":9,"detail":null},{"level":10,"detail":null},{"level":11,"detail":null},{"level":12,"detail":null},{"level":13,"detail":null},{"level":14,"detail":null},{"level":15,"detail":null},{"level":16,"detail":null}],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_witch_shadow-craft","name":"Shadow Craft","desc":"Witches, perhaps more than other spellcasters, view ritual magic as the foundation of their craft. Your familiarity with ancient rites passed through generations gives you access to additional ritual spells. Choose one ritual from any spell list. Any ritual you choose must be of a circle equal to or lower than the highest-circle spell you can cast with your spell slots, as shown on the Witch Progression table.\n\nThe chosen rituals count as Wyrd rituals for you and are already included in the number in the Ritual Spells Known column at these levels on the Witch Progression table.\n\nYou learn one additional ritual spell from any source at 6th, 9th, 14th, and 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null},{"level":6,"detail":null},{"level":9,"detail":null},{"level":14,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_spirit-binding","name":"Spirit Binding","desc":"You gain the ability to bind spirits into items to create mystical witch implements. To bind the spirits, you must spend 1 hour, which can be done as part of a short or long rest, focusing on the item you wish to transform into a witch's implement while remaining in physical contact with it.\n\nWhen you bind the spirits, choose an implement from those you know how to create and target a nonmagical item that meets the requirements listed in that implement's description. At the end of the hour, a spirit is successfully bound, and the item is transformed into a magic item that counts as a witch's implement for you. If you lose an implement or it is destroyed, you can repeat this ritual to bind a new spirit to a suitable replacement vessel. If a previous implement of the same type still exists when you perform this ritual, the binding ends on that previous object.\n\nIf an implement bestows a special benefit (called a secret) when you learn how to create it, that benefit remains active even if your implement is destroyed, deactivated, or otherwise temporarily rendered inactive.\n\nDue to the nature of the binding, implements you create are usable only by you. A spirit bound into a witch implement is instantly released if you die or if the implement is out of your possession for more than 24 consecutive hours. Otherwise, the spirit remains bound in that implement until you choose to unbind it (no action required) or until you perform this ritual on a different item to create the same type of implement. When a spirit is released from an implement, the item reverts back to its nonmagical state and no longer counts as a witch's implement for you.\n\nWhen you first gain this feature, you learn how to create two implements of your choice (from the options detailed at the end of this feature). As you gain levels in the witch class, you learn how to create additional types of implements. Choose an additional type of witch's implement from the options at 6th level and again at 13th level. You can have implements of different types active at the same time, provided you have performed the necessary spirit-binding ritual for each.\n\n## Brewer's Cauldron\n\n*Item Requirement: Handheld Cauldron, Kettle, or Other Portable Cooking Container*\n\nYou bind a spirit of vitality into a cauldron, kettle, or similar portable container.\n\n**Secret of Vitality.** When you learn how to create this implement, your hit point maximum increases by 2 for each witch level you have. After this initial bonus, your hit point maximum increases by 2 each time you gain a new witch level.\n\n**Brewed Concordance.** Over the course of 1 hour, which can be done as part of a short or long rest, you can use your cauldron to prepare a brew that fortifies the soul. This brew can be consumed by a number of creatures equal to your WIS modifier (minimum of 1). At the end of the hour, each creature that partook of the brew gains 1d8 temporary hit points, which last until expended or until the creature finishes its next long rest.\n\nOnce you reach 9th level in the witch class, the brew grants 1d12 temporary hit points to creatures that partook in the brew.\n\n**Superior Focus.** While using the cauldron as a spellcasting focus, spells you cast that restore hit points or grant temporary hit points restore additional hit points or grant additional temporary hit points equal to twice your proficiency bonus. If a spell both restores hit points and grants temporary hit points, you decide whether the bonus from this implement goes to restoring additional hit points or granting additional temporary hit points.\n\n## Hollow Blade\n\n*Item Requirement: Knife, Scissors, or Similar Cutting Implement*\n\nYou bind a spirit of sacrifice into a dagger, scissors, scalpel, or similar cutting instrument.\n\n**Magic Weapon.** While a spirit is bound within the blade, it counts as a +1 dagger when you wield it. When you attack with the weapon, you can use your WIS modifier, instead of STR or DEX, for attack and damage rolls.\n\nOnce you reach 9th level in the witch class, the hollow blade counts as a +2 dagger. At 15th level, it becomes a +3 dagger.\n\n**Pain Transference.** As a bonus action, you can touch the blade to a willing creature within 5 feet of you and end one of the following conditions currently affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. That condition is absorbed into the blade, where it remains until it is expelled or until you finish a short or long rest.\n\nWhen you hit a creature with the dagger, you can choose to forgo any damage it would deal and instead expel a condition stored within the blade. Unless the creature is immune or resistant to the expelled condition, it is immediately inflicted with the condition for up to 1 minute. If the creature is immune, the dagger has no effect. If the creature is resistant, it suffers the condition only if it fails a WIS save against your spell save DC. A creature afflicted with a condition from the dagger can attempt a WIS save against your spell save DC at the end of each of its turns, ending the condition on itself on a success.\n\n**Spell Breaker.** As an action, you can choose one creature, object, or magical effect within your reach. One spell of a circle equal to or less than the highest-circle spell you can cast (as per the Witch Progression table) on the target ends. If the spell you're attempting to break is of a higher circle, make an ability check using your spellcasting ability. The DC equals 10 + the spell's circle. On a successful check, the spell ends. Once you successfully end a spell with this implement, you can't do so again until you finish a long rest.\n\n## Nightflyer\n\n*Item Requirement: Broom, Staff, or Similarly Sized Branch from a Plant*\n\nYou bind a spirit of motion into a broom, staff, or similarly shaped branch from a plant.\n\n**Secret of Motion.** When you learn how to create this implement, your movement speed increases by 10 feet. In addition, as a bonus action, you can now take the Disengage or Dodge action on your turn.\n\n**Night's Journey.** As a bonus action while nightflyer is within 60 feet of you, you can animate it for up to 1 minute. You can also deactivate it as a bonus action. If you are ever more than 60 feet away from it, it deactivates. If it is flying when its duration expires, when you deactivate it, or when its magic is otherwise suppressed, it (and any passengers or cargo it is carrying) floats gently to the ground, descending at a rate of 60 feet per round until it lands.\n\nWhile animated, nightflyer gains a flying speed of 40 feet, can hover, and can carry up to 1,000 pounds of weight. On your turn, you can mentally command it to move up to its movement speed (no action required by you). It can't take other actions. You can spend half your movement to mount or dismount it while it is within 5 feet of you, and you can choose to allow other creatures within range to mount it, though only you can control its movement. Creatures mounted on it can't be grappled and are immune to the restrained condition.\n\nYou can animate nightflyer a number of times equal to your PB, and you regain all expended uses when you finish a long rest.\n\nOnce you reach 9th level in the witch class, nightflyer can remain animate for up to 1 hour (all at once or in several shorter flights, each one using a minimum of 1 minute from the duration), and its flying speed increases to 50 feet.\n\n**Swift Spell.** As a bonus action while you are holding or mounted on nightflyer, you can cast a spell that normally has a casting time of 1 action. You can't use this feature to cast two 1st-circle or higher spells on the same turn. You can use this feature a number of times equal to half your PB (rounded down), and you regain all expended uses when you finish a long rest.\n\n## Oracle's Aid\n\n*Item Requirement: Deck of Cards, Runestones, or Crystal Ball*\n\nYou bind a spirit of prophecy into a deck of cards, set of runestones, crystal ball, or similar fortune-telling device.\n\n**Secret of Prophecy.** When you first learn how to create this implement, you have advantage on initiative rolls, and you gain a bonus to AC equal to half your PB (rounded down). You lose this bonus to your AC while you are incapacitated.\n\n**Make Prediction.** When you make an ability check, attack roll, or save, you can choose to store the number rolled on the d20 within your oracle's aid. You then reroll the d20 and calculate the check result as normal, using that new roll. You can store up to a number of rolls equal to your WIS modifier in the oracle's aid. When you make an ability check, attack roll, or save and the oracle's aid has at least one result stored within it, you can choose to use a stored result instead of rolling the d20, removing that result from the oracle's aid. You can't use the stored rolls to modify the same check more than once. Any rolls you have stored in the oracle's aid disappear when you finish a long rest.\n\n**Spirit Consultation.** As an action, you can unleash the spirit within your oracle's aid to investigate a problem and return to you with solutions. For 1 minute, the spirit can answer up to three questions you ask of it. These questions can be about current events or the most likely result of a specific course of action you plan to take within the next 30 minutes. The answer to each question is a truthful one-word answer or short phrase, such as “yes,” “no,” “maybe,” “positive outcome likely,” “disaster ahead,” “irrelevant,” or “unclear” (if the spirit doesn't know the answer to the question). The spirit's knowledge of current events is limited to what is common knowledge in the region where you are asking the question. Therefore, the spirit can confirm the name of the local lord's lead advisor but not that the advisor is secretly a doppelganger. Once you use this feature, you can't do so again until you finish a long rest.\n\n## Soul Candle\n\n*Item Requirement: Candle, Lantern, or Similar Handheld Light Source*\n\nYou bind a spirit of light into a candle, which can be mounted on a candlestick, in a lantern, as part of a candelabra, or similar.\n\n**Mystic Flame.** As a bonus action while the candle is within 60 feet of you, you can mentally command it to light or extinguish itself. If you are ever more than 60 feet from the candle, it is automatically extinguished.\n\nWhile lit, the candle sheds a magical flame that is heatless and can be any color you choose. The light cast by the flame can be seen by only you and creatures you designate within 60 feet of you. When you first light the candle, you can choose for it to shed bright light anywhere from a minimum radius of 5 feet out to a maximum radius of 30 feet, and dim light for an additional number of feet equal to the chosen radius. Changing the color of the flame, the radius of the candle's light, or which creatures can see the candle's light doesn't require an action.\n\n**Soul Fire.** As an action while the soul candle is lit, you can cause it to burn with a supernatural substance called soul fire for up to 1 minute. While soul fire is active, the candle emits one of the following effects of your choice instead of bright or dim light:\n- Dark Sight. You can see normally in darkness, both magical and nonmagical, within the candle's radius.\n- Deep Sight. You can see through solid matter within the candle's radius. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. This vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block this effect, as does a thin sheet of lead.\n- Heart Sight. You can see invisible creatures and objects within the candle's radius as if they were visible. In addition, you are aware of any creature within the candle's radius, revealing a creature's presence without necessarily allowing you to automatically see them, such as by making you aware of a creature on the other side of a door.\n- Magic Sight. You can sense the presence of magic within the candle's radius, and you see a faint aura around any visible creature or object in the area that bears magic, learning its school, if any. This effect otherwise works like the detect magic spell.\n\nYou can change the effect's radius as if it was light shed by the candle, as detailed previously, and you can end the effect early at any time on your turn (no action required). As a bonus action while soul fire is active, you can change which effect the soul candle emits. You can activate this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.\n\n**Superior Focus.** While using the soul candle as a spellcasting focus, you have advantage on spell attack rolls against creatures within the candle's radius. You receive this bonus only while the candle is lit with either mystic flame or soul fire.\n\n## Spirit Book\n\n*Item Requirement: Book, Scroll, or Other Similar Item for Recording Information*\n\nYou bind a spirit of knowledge into a book, scroll, or other object suitable for recording information.\n\n**Secret of Knowledge.** When you first learn how to create this implement, choose three cantrips from any source spell list (though the three needn't be from the same list). If the chosen cantrips don't appear on the Wyrd source list, they still count as Wyrd spells for you. You can cast these cantrips just like normal cantrips, but they don't count against your number of cantrips known.\n\n**Book of Knowledge.** Whenever you gain a new spell slot from gaining a level in this class, one additional spell of your choice from any source spell list appears in your spirit book in a cipher that only you can read. While the spirit book is on your person, you can expend spell slots to cast these spells like any other spell you know. Each of these spells counts as a Wyrd spell for you, but it doesn't count against the number of spells you know.\n\nWhen you first learn how to create this implement, choose one spell of your choice from any source spell list for each circle of Wyrd spell you can cast, and these spells then appear in the book. For example, if you learn to create this implement at 6th level, you choose one 1st-circle spell, one 2nd-circle spell, and one 3rd-circle spell of your choice from any source spell list. You can replace a spell in the spirit book when you gain a witch level, and that replacement spell can be from any source spell list. Your spirit book can never contain more than one spell of each circle you can cast, to a maximum of 9 spells at 17th level.\n\n**Universal Language.** While holding the book, the spirit contained within it can translate languages for you, allowing you to read any written language and understand any language you hear.\n\nOnce you reach 9th level in the witch class, you can also speak and write in any language while holding the book.\n\n## Thundering Aegis\n\n*Item Requirement: Bell, Handheld Gong, Chime, or Other Percussion Instrument*\n\nYou bind a spirit of sound into a bell, gong, chime, or other percussion instrument.\n\n**Secret of Sound.** When you learn how to create this implement, you can no longer be surprised while you are conscious. You also gain proficiency in one of the following skills: Investigation or Perception. If you are already proficient in both of these skills, choose one. You double your proficiency bonus when you make a check with the chosen skill.\n\n**Chime of Revealing.** As an action while holding the thundering aegis, you can begin ringing it, banging it, or otherwise causing sound to issue from it, creating an audible soundscape that can be heard up to 60 feet away. As long as you can hear the sound created by your thundering aegis, you perceive your surroundings within 30 feet of you as if you had keensense—including being able to target creatures or objects within this radius with attacks and spells.\n\nAs a bonus action on each of your subsequent turns, you must continue ringing the bell, banging the gong, or similarly creating sound from the thundering aegis. Otherwise, this effect ends.\n\n**Chime of Deviation.** As an action, while holding the thundering aegis, you can create a note that holds certain types of creatures at bay. For 1 minute, whenever an Aberration, Celestial, Elemental, Fey, Fiend, or Undead starts its turn within 30 feet of you, it must succeed on a CHA save against your spell save DC or be unable to move any closer to you that turn. Once you use this feature of the thundering aegis, you can't do so again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"3"},{"level":13,"detail":"4"}],"data_for_class_table":[]},{"key":"bfrd_witch_witch-subclass","name":"Witch Subclass","desc":"Choose a subclass that represents the coven you align with: Crimson Cord, Night Song, or Twilight Soul (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_witch_coven-spells","name":"Coven Spells","desc":"Each witch subclass has a list of coven spells that you can access as soon as you can cast spells of that circle (as shown on the Witch Progression table). Once you gain such a spell, it is always on your list of known spells, and it doesn't count against the number of spells you know. However, casting a coven spell still expends a spell slot as normal. If one of these spells isn't on the Wyrd spell list, it still counts as a Wyrd spell for you. You can't replace coven spells when you gain a level of witch.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list (see Player's Guide).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_greater-hex","name":"Greater Hex","desc":"You now regain all expended uses of your Hex feature when you finish a short or long rest.\n\nIn addition, you can now automatically give a creature a Hex die when you target it with a Wyrd spell of 1st circle or higher (instead of spending a separate bonus action). If you cast a spell that targets multiple creatures, you can hex any number of those creatures, but you must expend a use of the Hex feature for each creature you choose to affect in this way.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the witch's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Bounty of Pentacles.** When you use a Hex die (see Hex feature) to reduce a creature's ability check, attack roll, or save, and the roll still succeeds, you automatically regain one expended Hex die. In addition, if you roll a 1 on the Hex die, the die isn't lost and remains active on the current target.\n- **Might of Swords.** Whenever you roll damage dice or roll dice to determine how many hit points an effect restores to a creature, you can reroll any die that resulted in a 1. You must use the new roll.\n- **Mysticism of Wands.** When you roll initiative, you can expend a use of your Hex feature to automatically give a Hex die to one creature you can see (no action required). In addition, as a reaction when a creature with one of your Hex dice is reduced to 0 HP, you can transfer the die to a different creature you can see within 60 feet of the original target.\n- **Recovery of Cups.** When you deal damage to a creature that has a Hex die (see Hex feature), you can cause yourself, or a creature you choose within 5 feet of the target, to regain hit points equal to half the damage you dealt (up to an amount equal to your witch level). This feature triggers only on damage dealt by you during your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_otherworldly-form","name":"Otherworldly Form","desc":"Your connection to the Wyrd suffuses your being, infusing your physical form with otherworldly abilities. You gain the following benefits:\n- As a bonus action, you can magically alter your appearance, height, weight, and similar characteristics to that of a Medium or smaller Humanoid of another lineage. This effect otherwise works like the change appearance aspect of the alter self spell, except it doesn't require concentration and lasts until you die or choose to end it (no action required).\n- You can't be magically aged, and you suffer none of the frailty of old age. You can still die of old age, but your expected lifespan now becomes thrice that of the average lifespan of your lineage.\n- You have advantage on saves against spells or effects that would alter your form.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch_epic-boon","name":"Epic Boon","desc":"Your commitment to the witch's path grants you a powerful new ability. You gain one of the following epic boons:\n- **Spirit Avenger.** As a bonus action, if you start your turn with no uses of your Hex feature remaining, you can recover a number of uses equal to your WIS modifier (minimum of 1). Once you use this feature, you can't do so again until you finish a long rest.\n- **Spirit Guardian.** You gain a +1 bonus to saves for each active witch implement currently within 60 feet of you.\n- **Spirit Keeper.** When you are reduced to 0 HP or killed outright, you can instead release one of the spirits bound within one of your witch implements, causing it to revert to its nonmagical state. You then become conscious with a number of hit points equal to your witch level + your CON modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Witch level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per witch level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Witch","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_witch-twilight-soul","features":[{"key":"bfrd_witch-twilight-soul_obscuring-hex","name":"Obscuring Hex","desc":"When you first use your Hex feature to give a creature a Hex die, you become invisible to that creature for up to 1 minute. Whenever you deal damage to it, attack it, or cast a spell targeting the creature, it can attempt a WIS save against your spell save DC. On a success, you are no longer invisible to it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch-twilight-soul_spirit-sentinel","name":"Spirit Sentinel","desc":"You request the aid of a spirit that can assume a physical form. Over the course of 10 minutes, you can conduct a special ritual to give this spirit physical form. At the end of the ritual, the spirit appears in an unoccupied space within 10 feet of you. It assumes the appearance and overall characteristics of a Tiny Beast (most commonly a bat, raven, or cat), but its exact features and personality are up to you. While the spirit resembles an animal, it is not a true creature. It doesn't have its own statistics, and it can't act in any way beyond what is described here. The spirit can't be targeted by attacks, spells, or effects.\n\nAs an action while the spirit is active, you can cause it to disappear or reappear in an unoccupied space within 10 feet of you. When the spirit disappears, it takes refuge within you until you command it to appear again.\n\nThe spirit is destroyed if you die or if you move more than 100 feet away from it. If a spirit is destroyed, you must repeat the 10-minute ritual to give it physical form once again.\n\n**Casting.** When you cast a spell, you can choose to cast it from your current space or as if you were in the same space as the spirit. If another creature is in the spirit's space and the spell requires you to not be in the same space as a creature, you can choose one unoccupied space within 5 feet of the spirit instead. Similarly, if you cast a spell that requires you to see your target, you can target a creature the spirit can see, even if you can't see that target.\n\n**Communication.** You can telepathically communicate with the spirit. The spirit can't speak, but it understands all languages you do. The spirit can't write, but it can read all languages you can read.\n\n**Movement.** The spirit has a flying speed equal to your walking speed and can hover. It can move through creatures and objects as if they were difficult terrain, but it must always end its movement in an unoccupied space. If it would end its normal movement on your turn inside an object or creature, the spirit disappears and takes refuge within you until you command it to appear again.\n\n**Physicality.** While it appears to have a physical form, the spirit doesn't occupy its space, and creatures and objects can pass through it and occupy its space.\n\n**Senses.** The spirit has darkvision out to a range of 60 feet, and it can telepathically convey what it sees or senses to you. While the spirit is active, you can't be surprised, and you have advantage on Perception checks.\n\n**Controlling the Spirit.** On your turn, you can command the spirit to perform one of the following tasks (no action required). As a bonus action, you can have the spirit perform a second task (either the same task or a new one) on your turn:\n- Become Invisible. The spirit becomes invisible. This invisibility lasts until you command it to use Hinder or until you cast a spell through the spirit.\n- Hinder. The spirit invokes a minor curse on one hostile creature within 5 feet of it. That creature has disadvantage on the next attack roll or ability check it makes before the end of its next turn.\n- Move. You command the spirit to move up to its speed to an unoccupied space of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch-twilight-soul_coven-spells","name":"Twilight Soul Coven Spells","desc":"You gain coven spells at the witch levels listed in the Twilight Soul Coven Spells table. See the Witch Subclass class feature for how these spells work.\n\n|Witch Level|Spells|\n|---|---|\n|3rd|detect evil and good, misty step, protection from evil and good, spirit ward*|\n|5th|blink, spirit guardians|\n|7th|banishment, spirit rend*|\n|9th|dispel evil and good, spirit double*|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch-twilight-soul_ephemeral-shroud","name":"Ephemeral Shroud","desc":"As a reaction when you would be hit by an attack that targets only you, you can teleport up to 60 feet to an unoccupied space you can see. The triggering attack misses.\n\nYou 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":7,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch-twilight-soul_welcomed-spirits","name":"Welcomed Spirits","desc":"You have cultivated deep bonds with all manner of spirits, and you can call upon this network to aid you—if you pay the price. You can perform a ceremony over the course of 10 minutes, at the end of which you can expend one or more Hit Dice to mimic the effects of one of the following spells without expending a spell slot or material components: augury (1 Hit Die), commune with nature (3 Hit Dice), or speak with dead (2 Hit Dice).\n\nYou can use these spells to speak with spirits specifically bound to your ancestors, your current geographical location, or creatures physically close to you, ignoring any range and target requirements of the spell. There is no guarantee the spirit you wish to speak to will be the spirit available to answer your call, but the ritual always summons the closest available match.\n\nAfter you use this feature to replicate a spell, this feature can't be used to replicate that same spell again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_witch-twilight-soul_soul-sanctum","name":"Soul Sanctum","desc":"As an action, you can call nearby spirits to manifest and lend you their power for 1 minute. While the spirits are lending you their power, you gain the following benefits:\n- Each hostile creature that starts its turn within 10 feet of you or your Spirit Sentinel takes force damage equal to twice your PB.\n- Hostile creatures have disadvantage on attack rolls against you.\n- Hostile creatures within 10 feet of either you or the spirit from your Spirit Sentinel feature have disadvantage on saves against your spells.\n\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[],"subclass_of":{"name":"Witch","key":"bfrd_witch"},"name":"Twilight Soul","desc":"Witches aligned with the coven of the Twilight Soul are the ultimate emissaries to the spirit realms, often compelled to serve as guardians and diplomats in matters where the physical and mystical worlds collide. Such witches are typically drawn to the Wyrd forces early in life through accident, magical circumstance, or tragedy that leaves an indelible stain upon their mortal spirit. Their craft is simply a realization of this natural affinity, learning to communicate and align with the spirits already drawn to their supernatural magnetism.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_wizard","features":[{"key":"bfrd_wizard_core-traits","name":"Core Wizard Traits","desc":"|||\n|---|---|\n|Hit Point Die|D6 per Wizard level|\n|Saving Throw Proficiencies|Intelligence and Wisdom|\n|Skill Proficiencies|Choose 2: Arcana, History, Insight, Investigation, Medicine, 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 quarterstaff or (B) a dagger; (A) a component pouch or (B) an arcane focus; (A) a scholar's pack or (B) an explorer's pack; plus a spellbook|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_wizard_arcane-recovery","name":"Arcane Recovery","desc":"You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can recover expended Arcane spell slots of your choice. Recovered spell slots can have a combined circle total equal to or less than half your wizard level (rounded up).\n\nFor example, if you're a 4th-level wizard, you can recover up to two circles' worth of spell slots. So you could choose to recover either a single 2nd-circle spell slot or two 1st-circle spell slots.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_spellcasting","name":"Spellcasting","desc":"As a student of Arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\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 Wizard Progression table.\n\n**Spellbook.** At 1st level, your spellbook contains six 1st-circle Arcane spells of your choice. It is the repository of all the Arcane spells you know—except for your cantrips, which are so simple and well-rehearsed that you don't even need to write them down.\n\n**Preparing Spells.** You must prepare spells in advance before you can cast them. You can prepare any spell in your spellbook for which you have Arcane spell slots. (You determine which spell slots you can access by checking your level on the Wizard Progression table.) You can choose a number of spells equal to your INT modifier + your wizard level (minimum of one spell). This is your list of prepared spells from which you can cast.\n\nPreparing a new list of spells requires time studying your spellbook and re-memorizing incantations and gestures: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.\n\n**Casting Spells.** You have prepared a number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher.\n\nThe Wizard Progression table shows how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 INT, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you won't be able to use your 1st-circle spell slots at all.\n\nCasting a spell doesn't remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.\n\n**Your Spellbook.** The spells you automatically add to your spellbook as you gain levels reflect the spell research you conduct on your own. However, you might find other spells during your adventures.\n\n*Copying a Spell into the Book.* When you find an Arcane spell of 1st circle or higher, you can add it to your spellbook if it is of a spell circle you can prepare and if you can make time to decipher and copy it. For each circle of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other Arcane spells. Copying a spell from a scroll into your spellbook doesn't consume or destroy the scroll.\n\n*Replacing the Book.* You can copy a spell from your own spellbook into another book. This is faster and easier since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each circle of the copied spell.\n\nIf you lose your spellbook, you can use the same procedure to transcribe the spells you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells, as normal.\n\n**Learning Spells of 1st Circle and Higher.** Each time you gain a wizard level, you can add two Arcane spells of your choice to your spellbook for free. Each spell must be of a circle for which you have Arcane spell slots, as shown on the Wizard Progression table. During your adventures, you might also find other Arcane spells to add to your spellbook.\n\n**Spellcasting Ability.** Intelligence (INT) is your spellcasting ability. Your INT modifier determines the save DC or the attack modifier for certain spells you cast:\n- Spell save DC = 8 + your proficiency bonus (PB) + your INT modifier\n- Spell attack modifier = your proficiency bonus (PB) + your INT modifier\n\n**Rituals.** You can also cast a type of long-form spell called a ritual. Rituals don't need to be prepared, and they don't use up spell slots.\n\nAt 1st level, choose one ritual from the Arcane ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Wizard Progression table, but only from a circle for which you have spell slots. Rituals you learn don't count against the number of spells you learn at each level.\n\nRituals are contained in your spellbook alongside your regular spells, and new rituals written on spell scrolls can be copied into your spellbook like normal Arcane spells.\n\n**Spellcasting Focus.** You 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_wizard_magic-sense","name":"Magic Sense","desc":"You learn to perceive magical workings. As an action, you can open your awareness to detect magical forces. Until the end of your next turn, you know the location of creatures with spellcasting ability, ongoing spell effects, or magic items within 30 feet of you. If the magical effect is the result of an ongoing spell, you learn which school of magic the spell belongs to.\n\nThis sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\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":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_wizard-subclass","name":"Wizard Subclass","desc":"Choose a subclass that reflects your specialized field of magical study, either Battle Mage or Cantrip Adept (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_wizard_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_wizard_rote-spell","name":"Rote Spell","desc":"Your continued practice of spellcraft has honed your mind, allowing you to affix a limited number of spells—called rote spells—in your mind. Choose one 1st-circle Arcane spell from your spellbook, and that spell is now a rote spell. You always have a rote spell prepared, and it doesn't count against the number of spells you can prepare during a long rest. Casting a rote spell still uses a spell slot as normal.\n\nOver the course of 8 hours or as part of a long rest, you can exchange one rote spell for a different Arcane spell of the same circle contained in your spellbook.\n\nAt higher levels, you can select more rote spells: you choose a 2nd-circle Arcane spell to become a rote spell at 9th level, a 3rd-circle Arcane spell at 13th, and a 4th-circle Arcane spell at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"1st-Circle"},{"level":9,"detail":"2nd-Circle"},{"level":13,"detail":"3rd-Circle"},{"level":17,"detail":"4th-Circle"}],"data_for_class_table":[]},{"key":"bfrd_wizard_superior-recovery","name":"Superior Recovery","desc":"When you use your Arcane Recovery feature, you can choose to swap out a number of prepared Arcane spells with different Arcane spells from your spellbook—in addition to recovering Arcane spell slots. You can swap out a number of prepared spells equal to half your PB (rounded down) in this way.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the wizard's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Rite of the Ritualist.** When you learn a new ritual as part of gaining a level of wizard, you can choose it from any source of magic. In addition, you can now copy ritual spells from any source of magic into your spellbook. Any rituals gained in this way count as Arcane spells for you.\n- **Rite of the Source Master.** Choose the Divine, Primordial, or Wyrd source of magic. When you add new non-ritual spells to your spellbook as part of gaining a level of wizard (including the level you gain this feature), you can choose spells from the Arcane spell list or spells from your chosen source. Each spell must be a of a circle for which you have spell slots. In addition, you can now copy spells of your chosen source into your spellbook. Any spells gained in this way count as Arcane spells for you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_spellguard","name":"Spellguard","desc":"Your knowledge of magic allows you to better assess the intentions and power of hostile spells and spell attacks, increasing your chance to avoid their effects. You have advantage on saves against spells and resistance to damage dealt by spells and spell attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_spell-mastery","name":"Spell Mastery","desc":"You can cast each of your rote spells at their lowest circle once without expending a spell slot. Once you cast a rote spell, you can't cast that same spell in this way again until you finish a short or long rest.\n\nIf you want to cast any of your rote spells at a higher circle, you must expend an Arcane spell slot as normal.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_epic-boon","name":"Epic Boon","desc":"Your commitment to the wizard's path grants you a powerful new ability. You gain the following epic boon:\n- **Archmage.** When you cast a spell of 1st circle or higher and that spell expends an Arcane spell slot, you can choose to roll a d10. If the number rolled is higher than the circle of the expended spell slot, you automatically recover that slot. For example, if you expend a 1st-circle spell slot, a roll of 2 or higher on the d10 means that you recover that 1st-circle spell slot. Once you successfully recover a spell slot in this way, you can't use this feature again until you complete a short rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_wizard_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_wizard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_wizard_rituals-known","name":"Rituals Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":2,"column_value":"1"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"},{"level":10,"column_value":"5"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"9"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":20,"column_value":"9"}]},{"key":"bfrd_wizard_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_wizard_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_wizard_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_wizard_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_wizard_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_wizard_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_wizard_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_wizard_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_wizard_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 Wizard level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per wizard level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Intelligence"},{"name":"Wisdom"}],"subclass_of":null,"name":"Wizard","desc":"","hit_dice":"D6","caster_type":"FULL","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":"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_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_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_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_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_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_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-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-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_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":"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":[]}}]}