{"count":182,"next":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=name&page=4","previous":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=name&page=2","results":[{"key":"toh_path-of-hellfire","features":[],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of Hellfire","desc":"Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.\n\nWhile some of these barbarians are enlisted to support the devils' interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_path-of-mistwood","features":[{"key":"toh_path-of-mistwood_bonus-proficiency","name":"Bonus Proficiency","desc":"At 3rd level, you gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-mistwood_from-the-mist","name":"From the Mist","desc":"Beginning at 6th level, mist and fog don't hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-mistwood_mist-dance","name":"Mist Dance","desc":"Starting at 10th level, when you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, 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":"toh_path-of-mistwood_mistwood-defender","name":"Mistwood Defender","desc":"Starting at 3rd level, you can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you aren't within melee range of a hostile creature that isn't incapacitated, you can draw and throw a thrown weapon as a bonus action.\n  In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-mistwood_war-bands-passage","name":"War Band's Passage","desc":"Starting at 14th level, when you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isn't carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of Mistwood","desc":"The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_path-of-thorns","features":[{"key":"toh_path-of-thorns_blossoming-thorns","name":"Blossoming Thorns","desc":"Beginning at 3rd level, when you enter your rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.\n  The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-thorns_natures-blessing","name":"Nature's Blessing","desc":"At 6th level, the thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4.\n  Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-thorns_thorn-barrage","name":"Thorn Barrage","desc":"At 14th level, you can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-thorns_thorned-grasp","name":"Thorned Grasp","desc":"Also at 3rd level, when you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-thorns_toxic-infusion","name":"Toxic Infusion","desc":"Starting at 10th level, when you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of Thorns","desc":"Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.\n\nThough named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_path-of-the-berserker","features":[{"key":"srd-2024_path-of-the-berserker_frenzy","name":"Frenzy","desc":"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_intimidating-presence","name":"Intimidating Presence","desc":"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_mindless-rage","name":"Mindless Rage","desc":"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_path-of-the-berserker_retaliation","name":"Retaliation","desc":"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Path of the Berserker level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per path of the berserker level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd-2024_barbarian"},"name":"Path of the Berserker","desc":"*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_path-of-the-berserker","features":[{"key":"srd_path-of-the-berserker_frenzy","name":"Frenzy","desc":"Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_path-of-the-berserker_intimidating-presence","name":"Intimidating Presence","desc":"Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_path-of-the-berserker_mindless-rage","name":"Mindless Rage","desc":"Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_path-of-the-berserker_retaliation","name":"Retaliation","desc":"Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of the Berserker","desc":"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_path-of-the-dragon","features":[{"key":"toh_path-of-the-dragon_aspect-of-the-dragon","name":"Aspect of the Dragon","desc":"At 10th level, you take on additional draconic features while raging. When you enter your rage, choose one of the following aspects to manifest.\n\n***Dragon Heart.*** You gain temporary hit points equal to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again.\n\n***Dragon Hide.*** Scales sprout across your skin. Your Armor Class increases by 2.\n\n***Dragon Sight.*** Your senses become those of a dragon. You have blindsight out to a range of 60 feet.\n\n***Dragon Wings.*** You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can't manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-dragon_legendary-might","name":"Legendary Might","desc":"Starting at 6th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-dragon_totem-dragon","name":"Totem Dragon","desc":"Starting when you choose this path at 3rd level, you choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon.\n\n| Dragon | Damage Type | \n|---------------------|-------------| \n| Black or Copper | Acid | \n| Blue or Bronze | Lightning | \n| Brass, Gold, or Red | Fire | \n| Green | Poison | \n| Silver or White | Cold |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-dragon_wyrm-lungs","name":"Wyrm Lungs","desc":"At 14th level, while raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-dragon_wyrm-teeth","name":"Wyrm Teeth","desc":"At 3rd level, your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of the Dragon","desc":"Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don't solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_path-of-the-herald","features":[{"key":"toh_path-of-the-herald_battle-fervor","name":"Battle Fervor","desc":"Starting when you choose this path at 3rd level, when you enter a rage, you can expend one additional daily use of rage to allow a number of willing creatures equal to half your proficiency bonus (minimum of 1) within 30 feet of you to enter a rage as well. A target must be able to see and hear you to enter this rage. Each target gains the benefits and restrictions of the barbarian Rage class feature. In addition, the rage ends early on a target if it can no longer see or hear you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-herald_bolstering-chant","name":"Bolstering Chant","desc":"At 10th level, when you end your rage as a bonus action, you regain a number of hit points equal to your barbarian level *x* 3. Alternatively, if you end your rage and other creatures are also raging due to your Battle Fervor feature, you and each creature affected by your Battle Fervor regains a number of hit points equal to your barbarian level + your Charisma modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-herald_lorekeeper","name":"Lorekeeper","desc":"As a historian, you know how much impact the past has on the present. At 6th level, you can enter a trance and explore your people's sagas to cast the augury, comprehend languages, or identify spell, but only as a ritual. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-herald_oral-tradition","name":"Oral Tradition","desc":"When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-herald_thunderous-oratory","name":"Thunderous Oratory","desc":"At 14th level, while you are raging, your attacks deal an extra 2d6 thunder damage. If a creature is raging due to your Battle Fervor feature, its weapon attacks deal an extra 1d6 thunder damage. In addition, when you or a creature affected by your Battle Fervor scores a critical hit with a melee weapon attack, the target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be pushed up to 10 feet away and knocked prone in addition to any extra damage from the critical hit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of the Herald","desc":"In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe's sagas and spurring them on to new victories while honoring the glory of the past.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_path-of-the-inner-eye","features":[{"key":"toh_path-of-the-inner-eye_anticipatory-stance","name":"Anticipatory Stance","desc":"When you choose this path at 3rd level, you can't be surprised unless you are incapacitated, and attacks against you before your first turn have disadvantage. If you take damage before your first turn, you can enter a rage as a reaction, gaining resistance to bludgeoning, piercing, and slashing damage from the triggering attack.\n  When you reach 8th level in this class, you get 1 extra reaction on each of your turns. This extra reaction can be used only for features granted by the Path of the Inner Eye, such as Insightful Dodge or Preemptive Parry. When you reach 18th level in this class, this increases to 2 extra reactions on each of your turns.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-inner-eye_foretelling-tactics","name":"Foretelling Tactics","desc":"Starting at 10th level, when you hit a creature with a weapon attack while raging, up to two creatures of your choice who can see and hear you can each use a reaction to immediately move up to half its speed toward the creature you hit and make a single melee or ranged weapon attack against that creature. This movement doesn't provoke opportunity attacks. 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":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-inner-eye_insightful-dodge","name":"Insightful Dodge","desc":"Beginning at 6th level, when you are hit by an attack while raging, you can use your reaction to move 5 feet. If this movement takes you beyond the range of the attack, the attack misses instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_path-of-the-inner-eye_preemptive-parry","name":"Preemptive Parry","desc":"At 14th level, if you are raging and a creature you can see within your reach hits another creature with a weapon attack, you can use your reaction to force the attacker to reroll the attack and use the lower of the two rolls. If the result is still a hit, reduce the damage dealt by your weapon damage die + your Strength modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of the Inner Eye","desc":"The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"tdcs_path-of-the-juggernaut","features":[{"key":"tdcs_path-of-the-juggernaut_demolishing-might","name":"Demolishing Might","desc":"Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_path-of-the-juggernaut_overwhelming-cleave","name":"Overwhelming Cleave","desc":"Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking many who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_path-of-the-juggernaut_stance-of-the-mountain","name":"Stance of the Mountain","desc":"You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_path-of-the-juggernaut_thunderous-blows","name":"Thunderous Blows","desc":"Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_path-of-the-juggernaut_unstoppable","name":"Unstoppable","desc":"Starting at 14th level, you can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tal'dorei Campaign Setting","key":"tdcs","type":"SOURCE","display_name":"Tal'dorei Campaign Setting","publisher":{"name":"Green Ronin Publishing","key":"green-ronin"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"},"saving_throws":[],"subclass_of":{"name":"Barbarian","key":"srd_barbarian"},"name":"Path of the Juggernaut","desc":"Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers within the primal lands and beyond.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_portal-domain","features":[{"key":"toh_portal-domain_bonus-proficiencies","name":"Bonus Proficiencies","desc":"When you choose this domain at 1st level, you gain proficiency with heavy armor and either cartographer's tools or navigator's tools (your choice). In addition, you gain proficiency in the Arcana skill.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_channel-divinity-dimensional-shift","name":"Channel Divinity: Dimensional Shift","desc":"Starting at 2nd level, you can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 10th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_domain-spells","name":"Domain Spells","desc":"You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Divine Domain class feature for how domain spells work.\n\n**Portal Domain Spells**\n\n| Cleric Level | Spells                                    |\r\n|--------------|-------------------------------------------|\r\n| 1st          | *adjust position*, *expeditious retreat*  |\r\n| 3rd          | *glyph of shifting*, *misty step*         |\r\n| 5th          | *dimensional shove*, *portal jaunt*       |\r\n| 7th          | *dimension door*, *reposition*            |\r\n| 9th          | *pierce the veil*, *teleportation circle* |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_portal-bond","name":"Portal Bond","desc":"At 1st level, you learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.\n  Once you teleport a creature in this way, you can't use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_portal-magic","name":"Portal Magic","desc":"Starting at 1st level, you gain access to spells that connect places or manipulate the space between places. Each spell with “(liminal)” listed alongside its school is a cleric spell for you, even if it doesn't appear on the cleric spell list, and you can prepare it as you would any other spell on the cleric spell list. Liminal spells include *bardo*, *devouring darkness*, *door of the far traveler*, *ethereal stairs*, *hypnagogia*, *hypnic jerk*, *mind maze*, *mirror realm*, *pierce the veil*, *reciprocating portal*, *rive*, *subliminal aversion*, and *threshold slip*. See the Magic and Spells chapter for details on these spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_portal-mastery","name":"Portal Mastery","desc":"At 17th level, when you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_portal-touch","name":"Portal Touch","desc":"At 6th level, you can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn't occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_portal-domain_transpositional-divine-strike","name":"Transpositional Divine Strike","desc":"At 8th level, you gain the ability to imbue your weapon strikes with portal magic. Once on each of your turns when you hit a creature with a weapon attack, you deal damage to the target as normal, and you open a brief portal next to your target or another creature you can see within 30 feet of you. That creature takes 1d8 damage of your weapon's type as a duplicate of your weapon lashes out at the creature from the portal. When you reach 14th level, you can choose two creatures, creating a portal next to each and dealing 1d8 damage of your weapon's type to each. Alternatively, you can choose one creature and deal 2d8 damage to it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Portal Domain","desc":"You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_primordial","features":[{"key":"toh_primordial_adaptive-shroud","name":"Adaptive Shroud","desc":"At 10th level, your bond with your patron protects you by adapting itself when you are injured. When you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. If you expend a spell slot as part of this reaction, the resistance lasts for a number of rounds equal to your proficiency bonus. 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":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_primordial_convulsion-of-the-worldbuilder","name":"Convulsion of the Worldbuilder","desc":"At 1st level, you can use an action to call upon the bond between your primordial patron and the world it created to ripple shockwaves through the ground. Choose a point you can see within 60 feet of you, then choose if the ripples happen in a 30-foot cone, a 30-foot line that is 5 feet wide, or a 20-foot-radius burst. The ripples originate from or are centered on the point you chose, depending on the form the ripples take. Each creature in the cone, line, or burst must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach certain levels in this class, the damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_primordial_crushing-regard-of-the-primordial-one","name":"Crushing Regard of the Primordial One","desc":"At 14th level, you learn to direct the weight of your patron's infinite gaze onto the unworthy. You can use an action to cause of the following effects. Once you use this feature, you can't use it again until you finish a long rest.\n\n***One Creature.*** One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is paralyzed for 1 minute. On a successful save, the creature takes half as much damage and isn't paralyzed. At the end of each of its turns, a paralyzed target can make another Wisdom saving throw. On a success, the condition ends on the target.\n\n***Multiple Creatures.*** Each creature in a 20-footradius sphere centered on a point you can see within 100 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_primordial_expanded-spell-list","name":"Expanded Spell List","desc":"The Primordial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Primordial Expanded Spells (table)**\n| Spell Level   | Spells                           | \n|---------------|----------------------------------| \n| 1st           | *command*, *healing word*        | \n| 2nd           | *lesser restoration*, *mud*      | \n| 3rd           | *power word fling*, *revivify*   | \n| 4th           | *power word rend*, *stone shape* | \n| 5th           | *conjure elemental*, *creation*  |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_primordial_redirection","name":"Redirection","desc":"At 6th level, you learn to channel the reality-bending powers of your patron to avoid attacks. When a creature you can see attacks only you, you can use your reaction to redirect the attack to a target of your choice within range of the attacker's weapon or spell. If no other target is within range, you can't redirect the attack.\n  If the attack is from a spell of 4th level or higher, you must succeed on an ability check using your spellcasting ability to redirect it. The DC equals 12 + the spell's level.\n  Once you use this feature, you can't use it again until you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"Primordial","desc":"Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.\n\nPrimordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can't grasp the full measure of your patron's designs, as long as your bond is strong, there is nothing that can stand in your way.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_pugilist","features":[{"key":"toh_pugilist_debilitating-blow","name":"Debilitating Blow","desc":"At 10th level, when you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_pugilist_opportunistic-brawler","name":"Opportunistic Brawler","desc":"Starting at 18th level, you might not look for a fight around every corner, but you're ready in case one happens. You have advantage on initiative rolls.\n  In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_pugilist_resilient-fighter","name":"Resilient Fighter","desc":"Starting at 3rd level, you learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Second Wind a number of times equal to your proficiency bonus. 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":"toh_pugilist_unarmed-warrior","name":"Unarmed Warrior","desc":"When you choose this archetype at 3rd level, you learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield: \n* Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level. \n* When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_pugilist_uncanny-fortitude","name":"Uncanny Fortitude","desc":"Beginning at 7th level, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, when you use Second Wind, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_pugilist_withstand-death","name":"Withstand Death","desc":"At 15th level, when you are reduced to 0 hit points, you can use Second Wind as a reaction, provided you have uses of Second Wind remaining. You can decide to use this reaction before or after your Uncanny Fortitude feature triggers.\n  In addition, when you make a death saving throw and roll a 1 on the d20, it counts as one failure instead of two.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Pugilist","desc":"Pugilists live by their fists, bare-knuckle warriors who do not hesitate to throw hands if the situation demands it. They know the intense, close, violent intimacy of melee, and they operate unapologetically in that space. Whether in fighting pits by the docks to make some extra coin, in the king's grand arena as champions of quarreling nobles, or in the employ of local merchants in need of seemingly weaponless guards, pugilists can be found in all rungs of society. Pugilists take pleasure in a battle hard won and thrill in the energy of the fight rather than in a kill. They can often be found celebrating or having drinks with a former opponent hours after the fight, regardless of the bout's winner.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_radiant-pikeman","features":[{"key":"toh_radiant-pikeman_foe-of-darkness","name":"Foe of Darkness","desc":"Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_radiant-pikeman_formation-tactics","name":"Formation Tactics","desc":"At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_radiant-pikeman_give-ground","name":"Give Ground","desc":"Starting at 15th level, once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_radiant-pikeman_harassing-strike","name":"Harassing Strike","desc":"Beginning when you choose this archetype at 3rd level, when a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_radiant-pikeman_radiant-fighting","name":"Radiant Fighting","desc":"Starting at 3rd level, when you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_radiant-pikeman_the-suns-protection","name":"The Sun's Protection","desc":"At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Radiant Pikeman","desc":"You were a member of an order of knights dedicated to a deity of sun and light. You know that next to your deity's favor, a soldier's greatest strength is their comrades. You wield a spear, glaive, halberd, or other polearm as a piercing ray of sunlight against your enemies.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_ranger","features":[{"key":"srd-2024_ranger_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_core-traits","name":"Core Ranger Traits","desc":"|||\n|---|---|\n|Primary Ability|Dexterity and Wisdom|\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, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Ar rows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_ranger_deft-explorer","name":"Deft Explorer","desc":"Thanks to your travels, you gain the following benefits.\n\n**Expertise.** Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.\n\n**Languages.** You know two languages of your choice from the language tables in \"Character Creation.\"","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_expertise","name":"Expertise","desc":"Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_favored-enemy","name":"Favored Enemy","desc":"You always have the *Hunter's Mark* spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.\n\nThe number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_favored-enemy-uses","name":"Favored Enemy","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"2"},{"level":20,"column_value":"6"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_ranger_feral-senses","name":"Feral Senses","desc":"Your connection to the forces of nature grants you Blindsight with a range of 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_fighting-style","name":"Fighting Style","desc":"You gain a Fighting Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below.\n\n**Druidic Warrior.** You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_foe-slayer","name":"Foe Slayer","desc":"The damage die of your *Hunter's Mark* is a d10 rather than a d6.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_natures-veil","name":"Nature's Veil","desc":"You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_precise-hunter","name":"Precise Hunter","desc":"You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_prepared-spells","name":"Prepared Spells","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"9"},{"level":11,"column_value":"10"},{"level":12,"column_value":"10"},{"level":13,"column_value":"11"},{"level":14,"column_value":"11"},{"level":15,"column_value":"12"},{"level":16,"column_value":"12"},{"level":17,"column_value":"14"},{"level":18,"column_value":"14"},{"level":19,"column_value":"15"},{"level":2,"column_value":"3"},{"level":20,"column_value":"15"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"7"},{"level":9,"column_value":"9"}]},{"key":"srd-2024_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":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_ranger_ranger-subclass","name":"Ranger Subclass","desc":"You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_relentless-hunter","name":"Relentless Hunter","desc":"Taking damage can't break your Concentration on *Hunter's Mark*.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_roving","name":"Roving","desc":"Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_ranger_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_ranger_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"2"}]},{"key":"srd-2024_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":"srd-2024_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"}]},{"key":"srd-2024_ranger_spell-list","name":"Ranger Spell List","desc":"This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Alarm|Abjuration|R|\n|Animal Friendship|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Ensnaring Strike|Conjuration|C|\n|Entangle|Conjuration|C|\n|Fog Cloud|Conjuration|C|\n|Goodberry|Conjuration|—|\n|Hunter's Mark|Divination|C|\n|Jump|Transmutation|—|\n|Longstrider|Transmutation|—|\n|Speak with Animals|Divination|R|\n\nTable: Level 2 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Barkskin|Transmutation|—|\n|Darkvision|Transmutation|—|\n|Enhance Ability|Transmutation|C|\n|Find Traps|Divination|—|\n|Gust of Wind|Evocation|C|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Pass without Trace|Abjuration|C|\n|Protection from Poison|Abjuration|—|\n|Silence|Illusion|C, R|\n|Spike Growth|Transmutation|C|\n\nTable: Level 3 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Animals|Conjuration|C|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Meld into Stone|Transmutation|R|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Protection from Energy|Abjuration|C|\n|Revivify|Necromancy|M|\n|Speak with Plants|Transmutation|—|\n|Water Breathing|Transmutation|R|\n|Water Walk|Transmutation|R|\n|Wind Wall|Evocation|C|\n\nTable: Level 4 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Woodland Beings|Conjuration|C|\n|Dominate Beast|Enchantment|C|\n|Freedom of Movement|Abjuration|—|\n|Locate Creature|Divination|C|\n|Stoneskin|Transmutation|C, M|\n\nTable: Level 5 Ranger Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Commune with Nature|Divination|R|\n|Greater Restoration|Abjuration|M|\n|Tree Stride|Conjuration|C|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_ranger_spellcasting","name":"Spellcasting","desc":"You have learned to channel the magical essence of nature to cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.\n\n**Spell Slots.** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. *Cure Wounds* and *Ensnaring Strike* are recommended.\n\nThe number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.\n\nIf another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells.\n\n**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_tireless","name":"Tireless","desc":"Primal forces now help fuel you on your journeys, granting you the following benefits.\n\n**Temporary Hit Points.** As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_ranger_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per 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":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Ranger","desc":"","hit_dice":"D10","caster_type":"HALF","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_ranger","features":[{"key":"srd_ranger_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) scale mail or (*b*) leather armor\r\n* (*a*) two shortswords or (*b*) two simple melee weapons\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* A longbow and a quiver of 20 arrows","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_ranger_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_favored-enemy","name":"Favored Enemy","desc":"Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":14,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_feral-senses","name":"Feral Senses","desc":"At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_fighting-style","name":"Fighting Style","desc":"At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n### Archery\r\n\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Two-Weapon Fighting\r\n\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_foe-slayer","name":"Foe Slayer","desc":"At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_hide-in-plain-sight","name":"Hide in Plain Sight","desc":"Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_lands-stride","name":"Land's Stride","desc":"Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_natural-explorer","name":"Natural Explorer","desc":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\n* Difficult terrain doesn't slow your group's travel.\r\n* Your group can't become lost except by magical means.\r\n* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n* If you are traveling alone, you can move stealthily at a normal pace.\r\n* When you forage, you find twice as much food as you normally would.\r\n* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \r\n\r\nYou choose additional favored terrain types at 6th and 10th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":10,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_primeval-awareness","name":"Primeval Awareness","desc":"Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_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":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_ranger_ranger-archetype","name":"Ranger Archetype","desc":"At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_ranger_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_ranger_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"2"}]},{"key":"srd_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":"srd_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"}]},{"key":"srd_ranger_spellcasting","name":"Spellcasting","desc":"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.\r\n\r\n### Spell Slots\r\n\r\nThe Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_ranger_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"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":"srd_ranger_vanish","name":"Vanish","desc":"Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"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":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Ranger","desc":"","hit_dice":"D10","caster_type":null,"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":"toh_resonant-body","features":[{"key":"toh_resonant-body_resounding-spellcasting","name":"Resounding Spellcasting","desc":"Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n  Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_resonant-body_reverberating-quintessence","name":"Reverberating Quintessence","desc":"At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n  When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_resonant-body_signature-sound","name":"Signature Sound","desc":"Starting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_resonant-body_sonic-savant","name":"Sonic Savant","desc":"Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n  You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_resonant-body_sound-and-fury","name":"Sound and Fury","desc":"At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd_sorcerer"},"name":"Resonant Body","desc":"You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see *Tome of Beasts*), or avalanche screamer (see *Tome of Beasts 2*). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternately, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…\n\nWhatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.\n\n**Resonant Body Quirks (table)**\n\n| d6  | Quirk  |\r\n|---|---------|\r\n| 1 | You emit a faint hum, audible to any creature within 5 feet of you. |\r\n| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap |\r\n| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. |\r\n| 4 | If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters. |\r\n| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. |\r\n| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. |","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_rifthopper","features":[{"key":"toh_rifthopper_dimensional-ambler","name":"Dimensional Ambler","desc":"Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_rifthopper_familiar-locations","name":"Familiar Locations","desc":"Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n  You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n  You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_rifthopper_shift-space","name":"Shift Space","desc":"At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd              | 30 feet             | \n| 3rd              | 60 feet             | \n| 4th              | 120 feet            | \n| 5th              | 240 feet            | \n| 6th              | 480 feet            |\n| 7th or higher    | 960 feet            |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_rifthopper_tactical-swap","name":"Tactical Swap","desc":"At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n  If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_rifthopper_teleport-object","name":"Teleport Object","desc":"Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n  The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd_sorcerer"},"name":"Rifthopper","desc":"Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n  Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_rogue","features":[{"key":"srd-2024_rogue_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_core-traits","name":"Core Rogue Traits","desc":"|||\n|---|---|\n|Primary Ability|Dexterity|\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, Persuasion, Sleight of Hand, or Stealth|\n|Weapon Proficiencies|Simple weapons and Martial weapons that have the Finesse or Light property|\n|Tool Proficiencies|Thieves' Tools|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_rogue_cunning-action","name":"Cunning Action","desc":"Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_cunning-strike","name":"Cunning Strike","desc":"You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.\n\nIf a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.\n\n**Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.\n\nTo use this effect, you must have a Poisoner's Kit on your person.\n\n**Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.\n\n**Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_devious-strikes","name":"Devious Strikes","desc":"You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.\n\n**Daze (Cost: 2d6).** The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.\n\n**Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\n**Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_elusive","name":"Elusive","desc":"You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_evasion","name":"Evasion","desc":"You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_expertise","name":"Expertise","desc":"You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_improved-cunning-strike","name":"Improved Cunning Strike","desc":"You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_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":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_rogue_reliable-talent","name":"Reliable Talent","desc":"Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_rogue-subclass","name":"Rogue Subclass","desc":"You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_slippery-mind","name":"Slippery Mind","desc":"Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_sneak-attack","name":"Sneak Attack","desc":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.\n\nYou don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.\n\nThe extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_sneak-attack-column-data","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":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":2,"column_value":"1d6"},{"level":20,"column_value":"10d6"},{"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"}]},{"key":"srd-2024_rogue_steady-aim","name":"Steady Aim","desc":"As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_stroke-of-luck","name":"Stroke of Luck","desc":"You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.\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":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thieves-cant","name":"Thieves' Cant","desc":"You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in \"Character Creation.\"","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_uncanny-dodge","name":"Uncanny Dodge","desc":"When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per 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":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Intelligence"}],"subclass_of":null,"name":"Rogue","desc":"","hit_dice":"D8","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_rogue","features":[{"key":"srd_rogue_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_blindsense","name":"Blindsense","desc":"Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_cunning-action","name":"Cunning Action","desc":"Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only 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":"srd_rogue_elusive","name":"Elusive","desc":"Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier or (*b*) a shortsword\r\n* (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword\r\n* (*a*) a burglar’s pack, (*b*) a dungeoneer’s pack, or (*c*) an explorer’s pack\r\n* (*a*) Leather armor, two daggers, and thieves’ tools","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_rogue_evasion","name":"Evasion","desc":"Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_expertise","name":"Expertise","desc":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Thieves’ tools\r\n**Saving Throws:** Dexterity, Intelligence\r\n**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_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":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_rogue_reliable-talent","name":"Reliable Talent","desc":"By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_roguish-archetype","name":"Roguish Archetype","desc":"At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_slippery-mind","name":"Slippery Mind","desc":"By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd_rogue_sneak-attack","name":"Sneak Attack","desc":"Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per 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 attack must use a finesse or a ranged weapon.\r\n\r\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.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"1d6"},{"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":2,"column_value":"1d6"},{"level":20,"column_value":"10d6"},{"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"}]},{"key":"srd_rogue_stroke-of-luck","name":"Stroke of Luck","desc":"At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within 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.\r\n\r\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":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_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 that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\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 the 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":"srd_rogue_uncanny-dodge","name":"Uncanny Dodge","desc":"Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]}],"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":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Intelligence"}],"subclass_of":null,"name":"Rogue","desc":"","hit_dice":"D8","caster_type":null,"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":"tdcs_runechild","features":[{"key":"tdcs_runechild_arcane-exemplar-form","name":"Arcane Exemplar Form","desc":"Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits: \n* You have a flying speed of 40 feet. \n* Your spell save DC is increased by 2. \n* You have resistance to damage from spells. \n* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. 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":18,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_runechild_essence-runes","name":"Essence Runes","desc":"At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an addi- tional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.\nAt the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.\nAs a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action\nIf you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_runechild_glyphs-of-aegis","name":"Glyphs of Aegis","desc":"Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.\nAt 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_runechild_manifest-inscriptions","name":"Manifest Inscriptions","desc":"At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_runechild_runic-torrent","name":"Runic Torrent","desc":"Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_runechild_sigilic-augmentation","name":"Sigilic Augmentation","desc":"Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to main- tain this benefit additional rounds by expending a charged rune at the start of each of your following turns.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tal'dorei Campaign Setting","key":"tdcs","type":"SOURCE","display_name":"Tal'dorei Campaign Setting","publisher":{"name":"Green Ronin Publishing","key":"green-ronin"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd_sorcerer"},"name":"Runechild","desc":"The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren. The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation has driven the few that exist into hiding their essence – a task that is not easy, given the revealing nature of their gifts.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_sapper","features":[{"key":"toh_sapper_all-clear","name":"All Clear","desc":"Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. 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":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_sapper_breach-defenses","name":"Breach Defenses","desc":"Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_sapper_clear-the-path","name":"Clear the Path","desc":"At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"toh_sapper_combat-engineer","name":"Combat Engineer","desc":"When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n  If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap        | Time Required to Build Trap                             | Time Required to Set Trap              | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section             | When you finish building this trap, it is considered set. | \n| **Falling Net**     | 1 minute                                                | 1 action                               | \n| **Hunting Trap**    | 1 minute                                                | 1 bonus action                         | \n| **Pit**             | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute.     | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_sapper_sculpt-terrain","name":"Sculpt Terrain","desc":"At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Sapper","desc":"You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.","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":"srd_school-of-evocation","features":[{"key":"srd_school-of-evocation_empowered-evocation","name":"Empowered Evocation","desc":"Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_school-of-evocation_evocation-savant","name":"Evocation Savant","desc":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_school-of-evocation_overchannel","name":"Overchannel","desc":"Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd_school-of-evocation_potent-cantrip","name":"Potent Cantrip","desc":"Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_school-of-evocation_sculpt-spells","name":"Sculpt Spells","desc":"Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Evocation","desc":"","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":"toh_school-of-liminality","features":[{"key":"toh_school-of-liminality_forced-transition","name":"Forced Transition","desc":"At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_school-of-liminality_liminal-adept","name":"Liminal Adept","desc":"At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n  You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_school-of-liminality_liminal-savant","name":"Liminal Savant","desc":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_school-of-liminality_mulligan","name":"Mulligan","desc":"At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_school-of-liminality_otherworldly-sense","name":"Otherworldly Sense","desc":"At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"School of Liminality","desc":"Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.","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":"toh_serpent-domain","features":[{"key":"toh_serpent-domain_channel-divinity-serpent-stealth","name":"Channel Divinity: Serpent Stealth","desc":"Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_divine-strike","name":"Divine Strike","desc":"Beginning at 8th level, you can infuse your weapon strikes with venom. 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. When you reach 14th level, the extra damage increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_envenomed","name":"Envenomed","desc":"When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_ophidian-tongue","name":"Ophidian Tongue","desc":"Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_serpent-domain-spells","name":"Serpent Domain Spells","desc":"Cleric Level | Spells                                              |\r\n|--------------|-----------------------------------------------------|\r\n| 1st          | *charm person*, *find familiar* (snakes only)       |\r\n| 3rd          | *enthrall*, *protection from poison*                |\r\n| 5th          | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th          | *freedom of movement*, *polymorph* (snakes only)    |\r\n| 9th          | *dominate person*, *mislead*                        |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_serpents-blood","name":"Serpent's Blood","desc":"Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_serpent-domain_transformative-molt","name":"Transformative Molt","desc":"Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n  In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Serpent Domain","desc":"You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_shadow-domain","features":[{"key":"toh_shadow-domain_army-of-shadow","name":"Army of Shadow","desc":"At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_channel-divinity-shadow-grasp","name":"Channel Divinity: Shadow Grasp","desc":"Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_cover-of-night","name":"Cover of Night","desc":"When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_fade-to-black","name":"Fade to Black","desc":"At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_lengthen-shadow","name":"Lengthen Shadow","desc":"Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_potent-spellcasting","name":"Potent Spellcasting","desc":"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"toh_shadow-domain_shadow-domain-spells","name":"Shadow Domain Spells","desc":"Cleric Level | Spells                                    |\r\n|--------------|-------------------------------------------|\r\n| 1st          | *bane*, *false life*                      |\r\n| 3rd          | *blindness/deafness*, *darkness*          |\r\n| 5th          | *blink*, *fear*                           |\r\n| 7th          | *black tentacles*, *greater invisibility* |\r\n| 9th          | *cone of cold*, *dream*                   |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Shadow Domain","desc":"The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.","hit_dice":null,"caster_type":null,"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":"toh_smuggler","features":[{"key":"toh_smuggler_dab-handed-dealer","name":"Dab-handed Dealer","desc":"When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_smuggler_hypervigilance","name":"Hypervigilance","desc":"Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_smuggler_improved-smuggler-s-legerdemain","name":"Improved Smuggler-s Legerdemain","desc":"At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"toh_smuggler_slippery-as-an-eel","name":"Slippery as an Eel","desc":"Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_smuggler_smuggler-s-legerdemain","name":"Smuggler-s Legerdemain","desc":"Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Smuggler","desc":"The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_snake-speaker","features":[{"key":"toh_snake-speaker_decoy-skin","name":"Decoy Skin","desc":"Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\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":[]},{"key":"toh_snake-speaker_scaly-transition","name":"Scaly Transition","desc":"Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_snake-speaker_serpent-shape","name":"Serpent Shape","desc":"When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_snake-speaker_sinuous-dance","name":"Sinuous Dance","desc":"Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. 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":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_snake-speaker_snake-speaker-magic","name":"Snake Speaker Magic","desc":"Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_snake-speaker_speak-with-snakes","name":"Speak with Snakes","desc":"Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Ranger","key":"srd_ranger"},"name":"Snake Speaker","desc":"Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_sorcerer","features":[{"key":"srd-2024_sorcerer_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_arcane-apotheosis","name":"Arcane Apotheosis","desc":"While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_cantrips","name":"Cantrips","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"6"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"6"},{"level":14,"column_value":"6"},{"level":15,"column_value":"6"},{"level":16,"column_value":"6"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"4"},{"level":20,"column_value":"6"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"5"},{"level":6,"column_value":"5"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"5"}]},{"key":"srd-2024_sorcerer_core-traits","name":"Core Sorcerer Traits","desc":"|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_font-of-magic","name":"Font of Magic","desc":"You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.\n\nYou have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.\n\nYou can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.\n\n**Converting Spell Slots to Sorcery Points.** You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).\n\n**Creating Spell Slots.** As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.\n\nAny spell slot you create with this feature vanishes when you finish a Long Rest.\n\nTable: Creating Spell Slots\n\n|Spell Slot Level|Sorcery Point Cost|Min. Sorcerer Level|\n|---|---|---|\n|1|2|2|\n|2|3|3|\n|3|5|5|\n|4|6|7|\n|5|7|9|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_innate-sorcery","name":"Innate Sorcery","desc":"An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\n\n- The spell save DC of your Sorcerer spells increases by 1.\n- You have Advantage on the attack rolls of Sorcerer spells you cast.\n\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_metamagic","name":"Metamagic","desc":"Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from \"Metamagic Options\" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.\n\nYou can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.\n\nWhenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null},{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_metamagic-options","name":"Metamagic Options","desc":"The following options are available to your Metamagic feature. The options are presented in alphabetical order.\n\n### Careful Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\n\n### Distant Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.\n\n### Empowered Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n### Extended Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.\n\n### Heightened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.\n\n### Quickened Spell\n\n*Cost: 2 Sorcery Points*\n\nWhen you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\n\n### Seeking Spell\n\n*Cost: 1 Sorcery Point*\n\nIf you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.\n\n Subtle Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\n\n### Transmuted Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\n\n### Twinned Spell\n\n*Cost: 1 Sorcery Point*\n\nWhen you cast a spell, such as *Charm Person*, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.","crossreferences":{"to":[]},"feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_prepared-spells","name":"Prepared Spells","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"4"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_sorcerer_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_sorcerer_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_sorcerer_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_sorcerer_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_sorcerer_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_sorcerer_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_sorcerer_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_sorcerer_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_sorcerer_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_sorcerer_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_sorcerer_sorcerer-spell-list","name":"Sorcerer Spell List","desc":"This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Cantrips (Level 0 Sorcerer Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Acid Splash|Evocation|—|\n|Chill Touch|Necromancy|—|\n|Dancing Lights|Illusion|C|\n|Elementalism|Transmutation|—|\n|Fire Bolt|Evocation|—|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Poison Spray|Necromancy|—|\n|Prestidigitation|Transmutation|—|\n|Ray of Frost|Evocation|—|\n|Shocking Grasp|Evocation|—|\n|Sorcerous Burst|Evocation|—|\n|True Strike|Divination|—|\n\nTable: Level 1 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Burning Hands|Evocation|—|\n|Charm Person|Enchantment|—|\n|Chromatic Orb|Evocation|M|\n|Color Spray|Illusion|—|\n|Comprehend Languages|Divination|R|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Expeditious Retreat|Transmutation|C|\n|False Life|Necromancy|–|\n|Feather Fall|Transmutation|—|\n|Fog Cloud|Conjuration|C|\n|Grease|Conjuration|—|\n|Ice Knife|Conjuration|—|\n|Jump|Transmutation|—|\n|Mage Armor|Abjuration|—|\n|Magic Missile|Evocation|—|\n|Ray of Sickness|Necromancy|—|\n|Shield|Abjuration|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Thunderwave|Evocation|—|\n\nTable: Level 2 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Alter Self|Transmutation|C|\n|Blindness/Deafness|Transmutation|—|\n|Blur|Illusion|C|\n|Darkness|Evocation|C|\n|Darkvision|Transmutation|—|\n|Detect Thoughts|Divination|C|\n|Dragon's Breath|Transmutation|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Flame Blade|Evocation|C|\n|Flaming Sphere|Evocation|C|\n|Gust of Wind|Evocation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Levitate|Transmutation|C|\n|Magic Weapon|Transmutation|—|\n|Mirror Image|Illusion|—|\n|Misty Step|Conjuration|—|\n|Scorching Ray|Evocation|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Spider Climb|Transmutation|C|\n|Suggestion|Enchantment|C|\n|Web|Conjuration|C|\n\nTable: Level 3 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blink|Transmutation|—|\n|Clairvoyance|Divination|C, M|\n|Counterspell|Abjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Fireball|Evocation|—|\n|Fly|Transmutation|C|\n|Gaseous Form|Transmutation|C|\n|Haste|Transmutation|C|\n|Hypnotic Pattern|Illusion|C|\n|Lightning Bolt|Evocation|—|\n|Major Image|Illusion|C|\n|Protection from Energy|Abjuration|C|\n|Sleet Storm|Conjuration|C|\n|Slow|Transmutation|C|\n|Stinking Cloud|Conjuration|C|\n|Tongues|Divination|—|\n|Vampiric Touch|Necromancy|C|\n|Water Breathing|Transmutation|R|\n|Water Walk|Transmutation|R|\n\nTable: Level 4 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Banishment|Abjuration|C|\n|Blight|Necromancy|—|\n|Charm Monster|Enchantment|—|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Dominate Beast|Enchantment|C|\n|Fire Shield|Evocation|—|\n|Greater Invisibility|Illusion|C|\n|Ice Storm|Evocation|—|\n|Polymorph|Transmutation|C|\n|Stoneskin|Transmutation|C, M|\n|Vitriolic Sphere|Evocation|—|\n|Wall of Fire|Evocation|C|\n\nTable: Level 5 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Arcane Hand|Evocation|C|\n|Cloudkill|Conjuration|C|\n|Cone of Cold|Evocation|—|\n|Creation|Illusion|—|\n|Dominate Person|Enchantment|C|\n|Hold Monster|Enchantment|C|\n|Insect Plague|Conjuration|C|\n|Seeming|Illusion|—|\n|Telekinesis|Transmutation|C|\n|Teleportation Circle|Conjuration|M|\n|Wall of Stone|Evocation|C|\n\nTable: Level 6 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Chain Lightning|Evocation|—|\n|Circle of Death|Necromancy|M|\n|Disintegrate|Transmutation|—|\n|Eyebite|Necromancy|C|\n|Flesh to Stone|Transmutation|C|\n|Freezing Sphere|Evocation|—|\n|Globe of Invulnerability|Abjuration|C|\n|Mass Suggestion|Enchantment|—|\n|Move Earth|Transmutation|C|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|||\n\nTable: Level 7 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Delayed Blast Fireball|Evocation|C|\n|Etherealness|Conjuration|—|\n|Finger of Death|Necromancy|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Prismatic Spray|Evocation|—|\n|Reverse Gravity|Transmutation|C|\n|Teleport|Conjuration|—|\n\nTable: Level 8 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Demiplane|Conjuration|—|\n|Dominate Monster|Enchantment|C|\n|Earthquake|Transmutation|C|\n|Incendiary Cloud|Conjuration|C|\n|Power Word Stun|Enchantment|—|\n|Sunburst|Evocation|—|\n\nTable: Level 9 Sorcerer Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Gate|Conjuration|C, M|\n|Meteor Swarm|Evocation|—|\n|Power Word Kill|Enchantment|—|\n|Time Stop|Transmutation|—|\n|Wish|Conjuration|—|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_sorcerer-subclass","name":"Sorcerer Subclass","desc":"You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_sorcerous-restoration","name":"Sorcerous Restoration","desc":"When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_sorcery-incarnate","name":"Sorcery Incarnate","desc":"If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\n\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_sorcery-points","name":"Sorcery Points","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"14"},{"level":15,"column_value":"15"},{"level":16,"column_value":"16"},{"level":17,"column_value":"17"},{"level":18,"column_value":"18"},{"level":19,"column_value":"19"},{"level":2,"column_value":"2"},{"level":20,"column_value":"20"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"5"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"8"},{"level":9,"column_value":"9"}]},{"key":"srd-2024_sorcerer_spellcasting","name":"Spellcasting","desc":"Drawing from your innate magic, you can cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.\n\n**Cantrips.** You know four Sorcerer cantrips of your choice. *Light*, *Prestidigitation*, *Shocking Grasp*, and *Sorcerous Burst* are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.\n\nWhen you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.\n\n**Spell Slots.** The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. *Burning Hands* and *Detect Magic* are recommended.\n\nThe number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.\n\nIf another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells.\n\n**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D6","hit_dice_name":"1D6 per Sorcerer level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per sorcerer level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Constitution"}],"subclass_of":null,"name":"Sorcerer","desc":"","hit_dice":"D6","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_sorcerer","features":[{"key":"srd_sorcerer_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"6"},{"level":11,"column_value":"6"},{"level":12,"column_value":"6"},{"level":13,"column_value":"6"},{"level":14,"column_value":"6"},{"level":15,"column_value":"6"},{"level":16,"column_value":"6"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"4"},{"level":20,"column_value":"6"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"5"},{"level":6,"column_value":"5"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"5"}]},{"key":"srd_sorcerer_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* Two daggers","crossreferences":{"to":[]},"feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_sorcerer_font-of-magic","name":"Font of Magic","desc":"At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_metamagic","name":"Metamagic","desc":"At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":17,"detail":null},{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_sorcerer_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_sorcerer_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_sorcerer_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_sorcerer_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_sorcerer_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_sorcerer_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_sorcerer_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_sorcerer_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_sorcerer_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_sorcerer_sorcerous-origin","name":"Sorcerous Origin","desc":"Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_sorcerous-restoration","name":"Sorcerous Restoration","desc":"At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_sorcery-points","name":"Sorcery Points","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"14"},{"level":15,"column_value":"15"},{"level":16,"column_value":"16"},{"level":17,"column_value":"17"},{"level":18,"column_value":"18"},{"level":19,"column_value":"19"},{"level":2,"column_value":"2"},{"level":20,"column_value":"20"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"5"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"8"},{"level":9,"column_value":"9"}]},{"key":"srd_sorcerer_spellcasting","name":"Spellcasting","desc":"An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_sorcerer_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"11"},{"level":11,"column_value":"12"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"13"},{"level":15,"column_value":"14"},{"level":16,"column_value":"14"},{"level":17,"column_value":"15"},{"level":18,"column_value":"15"},{"level":19,"column_value":"15"},{"level":2,"column_value":"3"},{"level":20,"column_value":"15"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"}]},{"key":"srd_sorceror_proficiencies","name":"Proficiencies","desc":"**Armor:** None\r\n**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows\r\n**Tools:** None\r\n**Saving Throws:** Constitution, Charisma\r\n**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion","crossreferences":{"to":[]},"feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D6","hit_dice_name":"1D6 per Sorcerer level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per sorcerer level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Constitution"}],"subclass_of":null,"name":"Sorcerer","desc":"","hit_dice":"D6","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_sorcerer","features":[{"key":"bfrd_sorcerer_core-traits","name":"Core Sorcerer Traits","desc":"|||\n|---|---|\n|Hit Point Die|D6 per Sorcerer level|\n|Saving Throw Proficiencies|Constitution and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, Religion|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|None|\n|Armor Training|None|\n|Starting Equipment|Choose A or B for each: (A) a light crossbow and 20 bolts or (B) any simple weapon; (A) a component pouch or (B) an arcane focus; (A) a dungeoneer's pack or (B) an explorer's pack; plus two daggers|","crossreferences":{"to":[]},"feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_sorcerer_font-of-magic","name":"Font of Magic","desc":"You begin to draw from an internal wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n\n## Sorcery Points\n\nYou start with 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Progression table. You can never have more sorcery points than shown in the table for your level. You regain all spent sorcery points when you finish a long rest.\n\n## Flexible Casting\n\nYou can sacrifice spell slots to gain additional sorcery points or use your sorcery points to gain additional spell slots. You learn other ways to use your sorcery points as you reach higher levels.\n\n*Converting a Spell Slot to Sorcery Points.* As a bonus action, you can expend one Arcane spell slot and gain a number of sorcery points equal to the spell slot's circle.\n\n*Creating Spell Slots.* You can spend sorcery points to gain one Arcane spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given circle. You can create spell slots no higher than 5th circle with this feature, and the spell slots you create vanish when you finish a long rest.\n\n|Spell Slot Circle|Sorcery Point Cost|\n|---|---|\n|1st|2|\n|2nd|3|\n|3rd|5|\n|4th|6|\n|5th|7|","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_spellcasting","name":"Spellcasting","desc":"As a conduit for arcane power, you can cast Arcane spells.\n\n**Cantrips.** At 1st level, choose three cantrips from the Arcane spell list to learn. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Sorcerer Progression table.\n\n**Casting Spells.** You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell's circle or higher. You don't need to prepare spells ahead of time.\n\nThe Sorcerer Progression table shows how many spells you know and how many Arcane spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell magic missile and have a 1st-circle and a 2nd-circle spell slot available, you can cast magic missile using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.\n\nYou regain all used spell slots when you finish a long rest.\n\n## Spells Known of 1st Circle and Higher\n\nAt 1st level, choose two 1st-circle spells from the Arcane spell list to learn.\n\nThe Spells Known column of the Sorcerer Progression table shows when you learn additional Arcane spells. Each spell you choose must be from a circle for which you have Arcane spell slots. For instance, when you reach 3rd level as a sorcerer, you can learn one new Arcane spell of 1st or 2nd circle.\n\nIn addition, when you gain a level of sorcerer, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots.\n\n## Spellcasting Ability\n\nCharisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:\n- **Spell save DC** = 8 + your proficiency bonus (PB) + your CHA modifier\n- **Spell attack modifier** = your proficiency bonus (PB) + your CHA modifier\n\n## Spellcasting Focus\n\nYou can use an arcane focus as a spellcasting focus for your Arcane spells.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_metamagic","name":"Metamagic","desc":"You gain the ability to twist your spells to suit your needs in the moment. You start with two of the following Metamagic feature options of your choice. You gain another option at 6th, 13th, and 18th levels.\n\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. To alter a spell with metamagic, a spell must count as an Arcane spell for you. When your sorcerer level grants you the Improvement feature, you can replace one Metamagic option you know with a different Metamagic option from this list.\n\n## Careful Spell\n\nWhen you cast a spell that forces creatures to make a save, you can spend 1 sorcery point to exclude some of them from the effect. When you do, choose a number of those creatures up to half your sorcerer level (rounded up). A chosen creature automatically succeeds on its save and takes no damage from the spell.\n\nYou can use the Careful Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Distant Spell\n\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 100 feet. Spells with a range of touch instead have their range increased to 30 feet.\n\n## Empowered Spell\n\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your CHA modifier (minimum of one). You must use the new roll results.\n\nYou can use the Empowered Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Enlarged Spell\n\nWhen you cast a spell with a range of self that affects an area (not a specific target), you can spend 3 sorcery points to increase the size of the spell's area of effect in one of the following ways (depending on the shape of the spell effect):\n- Circle, Cylinder, or Sphere. The radius of circle, sphere, or circular base of the cylinder increases by 5 feet. For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).\n- Cone. The cone's size increases by 15 feet. For example, the burning hands spell could be altered to affect a 30-foot cone (instead of a 15-foot cone).\n- Cube. The length of each cube face increases by 5 feet. For example, the thunderwave spell could be altered to affect a 20-foot cube (instead of a 15-foot cube).\n- Line. The length of the line increases by 15 feet. For example, the lightning bolt spell could be altered to affect a 115-foot line (instead of a 100-foot line).\n\n## Extended Spell\n\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration to 10 minutes. Spells with a duration of 10 minutes or longer instead have their duration doubled, to a maximum duration of 24 hours.\n\n## Flexible Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to change the spell's damage type to any other damage type, except psychic. Spells that naturally deal psychic damage can't benefit from the Flexible Spell option.\n\n## Heightened Spell\n\nWhen you cast a spell that forces a target to make a save to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first save made against the spell.\n\n## Hunting Spell\n\nWhen you cast a spell that requires a target to make a save or take damage, you can spend 2 sorcery points to cause the spell to deal half damage even if a target succeeds on its save. This damage still affects targets who could normally avoid taking all damage on a successful save (via Evasion or similar features).\n\n## Lucky Spell\n\nWhen you cast a spell that requires an attack roll and miss, you can spend 2 sorcery points to add the total number of Luck that you currently have to the attack roll, potentially turning a failure into a success. Luck isn't expended by this Metamagic option and can subsequently be spent on the attack roll normally.\n\n## Quickened Spell\n\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. You can't use this feature to cast two 1st-circle or higher spells on the same turn.\n\n## Retain Spell\n\nWhen you cast a spell that requires concentration, you can spend 2 sorcery point to have advantage on any concentration checks made to maintain the spell for its duration. Your concentration isn't automatically broken for that spell if you become incapacitated, meaning that you can still attempt concentration checks as you normally would.\n\nYou can use the Retain Spell option even if you have already used a different Metamagic option during the casting of the spell.\n\n## Shielding Spell\n\nWhen you cast a spell, you can spend 2 sorcery points to gain a number of temporary hit points equal to 3 × the spell's circle. These temporary hit points last for 1 hour.\n\n## Subtle Spell\n\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\n\n## Twinned Spell\n\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to 1 + the spell's circle to target a second creature in range with the same spell. (Cantrips cost only 1 sorcery point.)\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current circle. For example, magic missile and scorching ray aren't eligible but acid arrow and ray of enfeeblement are.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"2"},{"level":6,"detail":"3"},{"level":13,"detail":"4"},{"level":18,"detail":"5"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerer-subclass","name":"Sorcerer Subclass","desc":"Choose a subclass that reflects the origins of your magical power, either Chaos or Draconic (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.\n\n**Origin Spells.** Each sorcerer subclass has a list of origin spells that you can access as soon as you can cast spells of that circle (as shown in the Sorcerer Progression table). Once you gain such a spell, it is always on your list of known spells and doesn't count against the number of spells you know. However, casting an origin spell still expends an Arcane spell slot as normal.\n\nIf one of these spells isn't on the Arcane spell list, it still counts as an Arcane spell for you. You can't replace origin spells when you gain a level of sorcerer.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":7,"detail":"Feature"},{"level":11,"detail":"Feature"},{"level":15,"detail":"Feature"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can't be raised above 20 with this feature):\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n- Increase one ability score by 1 and select a talent from the magic talents list.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_sorcerous-renewal","name":"Sorcerous Renewal","desc":"When you finish a short rest, roll 1d4 + 1 and regain that many sorcery points.\n\nAt higher levels, your Sorcerous Renewal feature improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and 4d4 + 1 at 17th.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"1 Die"},{"level":9,"detail":"2 Dice"},{"level":13,"detail":"3 Dice"},{"level":17,"detail":"4 Dice"}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. Choose one of the following heroic boons:\n- **Arcane Instruction.** You find new ways to tap into internal magical resources. When you fail an ability check, you can spend 1 sorcery point to add your CHA modifier to the result, potentially turning a failure into a success.\n- **Innate Spell.** You learn one spell of 1st or 2nd circle from the Arcane, Primordial, or Wyrd spell list. You can cast that spell at its lowest circle by expending a number of sorcery points equal to that spell's circle instead of using a spell slot. When you gain a level in sorcerer, you can replace your innate spell with another spell of 1st or 2nd circle from the available lists.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_devour-spell","name":"Devour Spell","desc":"When a creature you can see targets you with a spell, you can use your reaction to attempt to immediately draw the spell's power into yourself. Make a CHA check with a DC equal to 10 + the spell's circle. On a success, you and every other target of the spell have advantage on saves against it and take only half as much damage from it. You also gain a number of sorcery points equal to the spell's circle.\n\nAlternatively, you can target a magical effect within 30 feet of you that was created by a spell, such as fog cloud or wall of fire. On a successful CHA check, the spell ends.\n\nOnce you successfully devour a spell, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_epic-boon","name":"Epic Boon","desc":"Your commitment to the sorcerer's path grants you a powerful new ability. You gain the following epic boon:\n- **Arcane Conjunction.** When a spell or magical effect affects you, you can use your reaction to target one creature you can see within 120 feet of you. That creature is affected as though it were also the target. Once used, you can't use this feature again until you finish a short or long rest, unless you spend 10 sorcery points to do so.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_sorcerer_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":2,"column_value":"+2"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":20,"column_value":"+6"}]},{"key":"bfrd_sorcerer_sorcery-points","name":"Sorcery Points","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"},{"level":10,"column_value":"11"},{"level":11,"column_value":"12"},{"level":12,"column_value":"13"},{"level":13,"column_value":"14"},{"level":14,"column_value":"15"},{"level":15,"column_value":"16"},{"level":16,"column_value":"17"},{"level":17,"column_value":"18"},{"level":18,"column_value":"19"},{"level":19,"column_value":"20"},{"level":20,"column_value":"21"}]},{"key":"bfrd_sorcerer_cantrips-known","name":"Cantrips Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":2,"column_value":"3"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":20,"column_value":"5"}]},{"key":"bfrd_sorcerer_spells-known","name":"Spells Known","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"},{"level":10,"column_value":"11"},{"level":11,"column_value":"12"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"13"},{"level":15,"column_value":"14"},{"level":16,"column_value":"14"},{"level":17,"column_value":"15"},{"level":18,"column_value":"15"},{"level":19,"column_value":"15"},{"level":20,"column_value":"15"}]},{"key":"bfrd_sorcerer_slots-1st","name":"1st","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":2,"column_value":"3"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":20,"column_value":"4"}]},{"key":"bfrd_sorcerer_slots-2nd","name":"2nd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_sorcerer_slots-3rd","name":"3rd","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_sorcerer_slots-4th","name":"4th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"},{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_sorcerer_slots-5th","name":"5th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":9,"column_value":"1"},{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"bfrd_sorcerer_slots-6th","name":"6th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"bfrd_sorcerer_slots-7th","name":"7th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"bfrd_sorcerer_slots-8th","name":"8th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"bfrd_sorcerer_slots-9th","name":"9th","desc":"[Column data]","crossreferences":{"to":[]},"feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]}],"hit_points":{"hit_dice":"D6","hit_dice_name":"1D6 per Sorcerer level","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1D6 (or 4) + your Constitution modifier per sorcerer level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Charisma"},{"name":"Constitution"}],"subclass_of":null,"name":"Sorcerer","desc":"","hit_dice":"D6","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_soulspy","features":[{"key":"toh_soulspy_bonus-proficiency","name":"Bonus Proficiency","desc":"When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_soulspy_divine-symbol","name":"Divine Symbol","desc":"Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_soulspy_life-thief","name":"Life Thief","desc":"At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. 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":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_soulspy_sacred-stealth","name":"Sacred Stealth","desc":"Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_soulspy_spellcasting","name":"Spellcasting","desc":"When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.\n\n##### Cantrips\nYou learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd          | 3              | 3              | 2   | -   | -   | -   |\r\n| 4th          | 3              | 4              | 3   | -   | -   | -   |\r\n| 5th          | 3              | 4              | 3   | -   | -   | -   |\r\n| 6th          | 3              | 4              | 3   | -   | -   | -   |\r\n| 7th          | 3              | 5              | 4   | 2   | -   | -   |\r\n| 8th          | 3              | 6              | 4   | 2   | -   | -   |\r\n| 9th          | 3              | 6              | 4   | 2   | -   | -   |\r\n| 10th         | 4              | 7              | 4   | 3   | -   | -   |\r\n| 11th         | 4              | 8              | 4   | 3   | -   | -   |\r\n| 12th         | 4              | 8              | 4   | 3   | -   | -   |\r\n| 13th         | 4              | 9              | 4   | 3   | 2   | -   |\r\n| 14th         | 4              | 10             | 4   | 3   | 2   | -   |\r\n| 15th         | 4              | 10             | 4   | 3   | 2   | -   |\r\n| 16th         | 4              | 11             | 4   | 3   | 3   | -   |\r\n| 17th         | 4              | 11             | 4   | 3   | 3   | -   |\r\n| 18th         | 4              | 11             | 4   | 3   | 3   | -   |\r\n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   |\r\n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |\n\n##### Spell Slots\nThe Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.\n\n##### Spells Known of 1st-Level and Higher\nYou know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.\n\n##### Spellcasting Ability\nWisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_soulspy_touching-the-soul","name":"Touching the Soul","desc":"When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Soulspy","desc":"In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_spear-of-the-weald","features":[{"key":"toh_spear-of-the-weald_canopy","name":"Canopy","desc":"Beginning at 7th level, when a creature within 30 feet of you, including yourself, is targeted by a ranged weapon attack, you can use your reaction to summon a magical canopy of glowing leaves and branches over the target. The target has resistance to the damage dealt by the attack, and the canopy bursts into shredded leaves afterwards. You must then finish a short or long rest to use your Canopy again.\n  When you reach 11th level in this class, you can use your Canopy twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_spear-of-the-weald_overwhelm","name":"Overwhelm","desc":"At 15th level, after you make a successful melee weapon attack with your weald spear against a creature, you can use a bonus action to make one ranged weapon attack with it against a different creature. You don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature you hit, however, you can still have disadvantage on the attack roll from being within 5 feet of other creatures.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_spear-of-the-weald_restriction-alseid","name":"Restriction: Alseid","desc":"You can choose this archetype only if you are an alseid.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_spear-of-the-weald_steps-of-the-forest-god","name":"Steps of the Forest God","desc":"Starting at 11th level, after you make a successful ranged weapon attack with your weald spear, you can use a bonus action to teleport to an unoccupied space within 10 feet of your target.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_spear-of-the-weald_touch-of-the-fey-land","name":"Touch of the Fey Land","desc":"The touch of the land of the fey is always on your spear, hinting at its otherworldly ties. Beginning at 3rd level, when you summon your weald spear, choose one of the following effects.\n\n***Aflame.*** Your spear is ensorcelled in heatless, white, magical flames whose intensity rise and fall to reflect your mood. When you are at your happiest, your spear sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\n\n***Entwined.*** Your spear appears to be wrapped in writhing green vines which occasionally coalesce into the shape of a slender, grasping hand. The hand always points in the direction of your home forest.\n\n***Everblooming.*** Your spear is covered in small wildflowers that bloom, die, bud, and bloom again within minutes. Pollinating insects are often drawn to your spear as the spear constantly exudes a pleasant, floral fragrance.\n\n***Moonlit.*** Your spear appears as a pale length of wooden moonlight. A trail of star-like motes travels behind the spear's point.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_spear-of-the-weald_weald-spear","name":"Weald Spear","desc":"When you choose this archetype at 3rd level, you gain the ability to call forth a magical, wooden spear from the land of fey into your empty hand as a bonus action. The spear 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. You are proficient with the weapon while you wield it. The spear's range is 20/60 feet, and, when you throw the spear, it reappears in your hand after the attack. The spear's damage die is a d8, and it has the finesse and reach properties.\n  At 7th level, your weald spear attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your weald spear's damage die is a d10. At 11th level, your weald spear's damage die is a d12.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Ranger","key":"srd_ranger"},"name":"Spear of the Weald","desc":"The alseid have long defended the limits of their forest homes. These warriors can make a dizzying variety of ranged and melee attacks in quick succession, using ancient magic to flash across the battlefield.\n\n##### Restriction: Alseid\nYou can choose this archetype only if you are an alseid.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_spellsmith","features":[{"key":"toh_spellsmith_arcane-emendation","name":"Arcane Emendation","desc":"Beginning when you choose this tradition at 2nd level, you can manipulate the magical energy in scrolls to change the spells written on them. While holding a scroll, you can spend 1 hour for each level of the spell focusing on the magic within the scroll to change the spell on the scroll to another spell. The new spell must be of the same school, must be on the wizard spell list, and must be of the same or lower level than the original spell. If the new spell has any material components with a cost, you must provide those when changing the scroll's original spell to the new spell, and the components are consumed as the new spell's magic overwrites the original spell on the scroll.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_spellsmith_spell-duality","name":"Spell Duality","desc":"At 14th level, you become a master at manipulating and extending the magical energy of your longlasting spells. You can concentrate on two spells simultaneously. If you cast a third spell that requires concentration, you lose concentration on the oldest spell. When you take damage while concentrating on a spell and must make a Constitution saving throw to maintain concentration, you make one saving throw for each source of damage, as normal. You don't have to make one saving throw for each spell you are maintaining.\n  If you are concentrating on two spells and fail a Constitution saving throw to maintain concentration because of taking damage, you lose concentration on the oldest spell. If you are concentrating on two spells and lose concentration on both spells in 1 round, you suffer one level of exhaustion.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_spellsmith_spell-honing","name":"Spell Honing","desc":"At 6th level, you can hold onto the magic of lasting spells or siphon off some of their magic to amplify spells you cast. If your concentration is broken (willingly or unwillingly), the spell's magic lingers, causing the spell's effects to remain until the end of your next turn.\n  In addition, while concentrating on a spell with a duration of concentration up to 1 minute or concentration up to 10 minutes, you can amplify a wizard spell you cast of 1st level or higher. When you amplify a spell in this way, the duration of the spell on which you are concentrating is reduced by a number of rounds (if the duration is concentration up to 1 minute) or minutes (if the duration is concentration up to 10 minutes) equal to the amplified spell's level. You can choose only one of the following options when amplifying a spell: \n* Increase the saving throw DC by 2 \n* Increase the spell attack bonus by 2 \n* Add your Intelligence modifier to one damage roll of the spell\n  You can amplify a spell this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_spellsmith_spell-reversion","name":"Spell Reversion","desc":"At 10th level, you learn to manipulate the magical energy of spells cast against you. When you must make a saving throw to end an ongoing effect, such as the frightened condition of the fear spell or the slowing effect of a copper dragon's slowing breath, you have advantage on the saving throw.\n  In addition, when an ongoing condition you successfully end on yourself was from a spell cast by a creature you can see, you can use your reaction to force that creature to make the same saving throw against your spell save DC. On a failed save, the creature suffers the effect or condition you just ended on yourself until the end of its next turn. For example, if you succeed on the saving throw to end the paralyzed condition on yourself from the hold person spell cast by a spellcaster you can see, you can force that spellcaster to make a Wisdom saving throw against your spell save DC, and that spellcaster becomes paralyzed until the end of its next turn on a failed save.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_spellsmith_spell-transformation","name":"Spell Transformation","desc":"At 2nd level, you learn to mold the latent magical energy of your spells to cast new spells. While concentrating on a wizard spell that you cast using a spell slot, you can use an action to end your concentration on that spell and use the energy to cast another wizard spell you have prepared without expending a spell slot. The new spell must be half the level (minimum of 1st) of the spell on which you were concentrating, and the new spell's casting time must be 1 action.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Wizard","key":"srd_wizard"},"name":"Spellsmith","desc":"Some wizards pride themselves on being spell artisans, carefully sculpting the magical energy of spells like smiths sculpt iron. Focusing on the artistry inherent in spellcasting, these wizards learn to tap the magical energy of spells and manipulate that energy to amplify or modify spells like no other arcane practitioners.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_spore-sorcery","features":[{"key":"toh_spore-sorcery_metamagic-spore-transmission","name":"Metamagic Spore Transmission","desc":"Starting at 6th level, the spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:\n\n***Careful Spell.*** If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage.\n\n***Distant Spell.*** When you use this Metamagic option to increase the range of a touch spell, the spell's range is 60 feet when cast on the linked target.\n\n***Extended Spell.*** If cast on the linked target, the spell's duration is tripled rather than doubled, to a maximum of 36 hours.\n\n***Hungry Spell.*** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2).\n\n***Lingering Spell.*** If the linked target failed its saving throw against your lingering spell, it has disadvantage on the saving throw to avoid the additional damage at the start of your next turn.\n\n***Shared Hunger Spell.*** If you use this Metamagic option on the linked target, you and the target regain hit points equal to double your Charisma modifier (minimum of 2) if the target hits with its weapon attack.\n\n***Twinned Spell.*** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_spore-sorcery_nature-magic","name":"Nature Magic","desc":"Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\n  In addition, when you reach 5th level in this class, you can cast *speak with plants* without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_spore-sorcery_spore-form","name":"Spore Form","desc":"At 18th level, you gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_spore-sorcery_spore-transmission","name":"Spore Transmission","desc":"At 1st level, your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.\n  If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can't establish a link with that target again for 24 hours.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_spore-sorcery_spores-protection","name":"Spore's Protection","desc":"Starting at 14th level, when an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Sorcerer","key":"srd_sorcerer"},"name":"Spore Sorcery","desc":"One of the most omnipresent elements in the atmosphere is practically invisible and often ignored: spores. Plants of all varieties, fungal sentient life forms like mushroomfolk, and even animals emit these tiny pieces of life. You've always had an affinity for the natural world, and your innate magic is carried within the power of these omnipresent spores.\n\nSpore sorcerers are regularly found among the mushroomfolk and derro who grow large gardens of fungi deep beneath the surface of the world. Spore sorcerers can also be found in any area with an abundance of plant life, such as forests, swamps, and deep jungles.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_storm-domain","features":[{"key":"open5e_storm-domain_bonus-proficiency","name":"Bonus Proficiency","desc":"When you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_channel-divinity-full-fury","name":"Channel Divinity: Full Fury","desc":"Starting at 2nd level, you can use your Channel Divinity to increase the fury of your storm based attacks. Whenever you would deal lightning or thunder damage from an attack, rather than roll damage, you can use the Channel Divinity feature to deal the maximum possible damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_skys-blessing","name":"Sky’s Blessing","desc":"Starting at 17th level, you gain a flying speed whenever you are outdoors. Your flying speed is equal to your present walking speed.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_storm-blast","name":"Storm Blast","desc":"Beginning at 6th level, you can choose to push a Large or smaller creature up to 10 feet away from you any time you deal lightning damage to it.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_storm-domain-spells-table","name":"Storm Domain Spells (table)","desc":"Cleric Level | Spells                               |\r\n|———————|————————————————|\r\n| 1st          | fog cloud, thunderwave          |\r\n| 3rd          | gust of wind, shatter           |\r\n| 5th          | call lightning, sleet storm     |\r\n| 7th          | control water, ice storm        |\r\n| 9th          | destructive wave, insect plague |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_storm-domain_tempests-rebuke","name":"Tempest’s Rebuke","desc":"Also starting at 1st level, you can strike back at your adversaries with thunder and lightning. If a creature hits you with an attack, you can use your reaction to target it with this ability. The creature must be within 5 feet of you, and you must be able to see it. The creature must make a Dexterity saving throw, taking 2d8 damage on a failure. On a success, the creature takes only half damage. You may choose to deal either lightning or thunder damage with this ability.\n\nYou may use this feature a number of times equal to your Wisdom modifier (at least once). When you finish a long rest, you regain your expended uses.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Storm Domain","desc":"*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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":"open5e_the-ancient-fey-court","features":[{"key":"open5e_the-ancient-fey-court_counter-enchantment","name":"Counter Enchantment","desc":"Starting at 10th level, you can not only resist certain enchantments but also turn them back against your foes. You gain immunity to the charmed condition. Any time a creature casts a spell or uses an ability that would charm you, you can use a reaction to attempt a counter charm. The creature that targeted you must make a Wisdom saving throw versus your warlock spell save DC. On a failure, the creature becomes charmed by you for 1 minute, but the effect ends if they take any damage.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_courtiers-aspect","name":"Courtier’s Aspect","desc":"Beginning at 1st level, you are able to take on a fey aspect that can both enchant and terrify. You may use an action to force all creatures within a 10-foot cube that originates from you to make a Wisdom saving throw using your warlock spell save DC. Until the end of your next turn, you can choose for all the creatures that fail their saving throw to become either charmed by you or frightened of you.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_expanded-spell-list","name":"Expanded Spell List","desc":"The Ancient Fey Court lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Ancient Fey Court Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | faerie fire, sleep                   |\r\n| 2nd         | calm emotions, phantasmal force      |\r\n| 3rd         | blink, plant growth                  |\r\n| 4th         | dominate beast, greater invisibility |\r\n| 5th         | dominate person, seeming             |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_shroud-of-mists","name":"Shroud of Mists","desc":"At 6th level, you can seemingly disappear after an enemy hits you. You can use your reaction after you suffer damage to teleport to an unoccupied space that you can see within 60 feet. When you appear in the new space, you are invisible and remain so until you attack, cast a spell, or until the beginning of your next turn.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-ancient-fey-court_waking-dream","name":"Waking Dream","desc":"Beginning at 14th level, you can expertly weave fey magic to trap a creature in a waking dream. You can use an action to target any creature up to 60 feet from you that you can see, and that creature makes a Wisdom saving throw versus your warlock spell save DC. If the target fails the saving throw, you choose whether to make it charmed by you or frightened you while you maintain concentration for up to 1 minute or until the creature takes damage. During this time, the target cannot see or hear any creatures other than you, and it perceives its surroundings as an illusory realm that you control.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"The Ancient Fey Court","desc":"*Compare to core book’s Pact of the Archfey*\n\nThe denizens of faerie are ruled by a court of ancient and mercurial beings, fey ladies and lords sometimes deign to offer their patronage to a mere warlock. They offer power at the price of obedience to their whims, which may vary between the whimsical and the malicious, but are almost always opaque to mere mortals. Some fey rulers, like Queen Titania and her consort Oberon, are generally benevolent with a penchant for mischief. Others like Queen Mab or the ancient hag Baba Yaga are rather more baleful, but even their dictates can be surprising.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_the-fiend","features":[{"key":"srd_the-fiend_dark-ones-blessing","name":"Dark One's Blessing","desc":"Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_the-fiend_dark-ones-own-luck","name":"Dark One's Own Luck","desc":"Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\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":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_the-fiend_expanded-spell-list","name":"Expanded Spell List","desc":"The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n### Fiend Expanded Spells (table)\r\n| Spell Level | Spells |\r\n| --- | --- |\r\n| 1st | burning hands, command |\r\n| 2nd | blindness/deafness, scorching ray |\r\n| 3rd | fireball, stinking cloud |\r\n| 4th | fire shield, wall of fire |\r\n| 5th | flame strike, hallow |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_the-fiend_fiendish-resilience","name":"Fiendish Resilience","desc":"Starting at 10th level, 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. Damage from magical weapons or silver weapons ignores this resistance.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_the-fiend_hurl-through-hell","name":"Hurl Through Hell","desc":"Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"The Fiend","desc":"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"open5e_the-great-elder-thing","features":[{"key":"open5e_the-great-elder-thing_cosmic-enthrallment","name":"Cosmic Enthrallment","desc":"Starting at 14th level, you gain the ability to flood a creature’s mind with the cosmic presence of your terrible patron. As an action, you can touch a humanoid that is incapacitated, causing it to be charmed by you. You can speak to this thrall telepathically as long as both of you remain on the same plane of existence. The charm has no end duration, but can be negated by a remove curse spell or another power that removes the charmed condition. You relinquish the charm the next time you use this feature.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_expanded-spell-list","name":"Expanded Spell List","desc":"The Great Elder Thing lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Great Elder Thing Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | dissonant whispers, hideous laughter |\r\n| 2nd         | detect thoughts, phantasmal force    |\r\n| 3rd         | clairvoyance, sending                |\r\n| 4th         | dominate beast, black tentacles      |\r\n| 5th         | dominate person, telekinesis         |","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_inhuman_reflex","name":"Inhuman Reflex","desc":"Starting at 6th level, you can briefly react with an impossible speed. As a reaction, triggered by an enemy attack roll targeting you, you force the creature to make the roll with disadvantage. If the enemy attack ends up missing, then you gain advantage on the next attack roll you make against that creature until the end of your next turn. You can only use this feature once per short or long rest.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_mental-barrier","name":"Mental Barrier","desc":"At 10th level, your thoughts become shielded against others. Your mind cannot be read by magic, telepathy, or other methods without your consent. You also become resistant to the psychic damage type, and if you do suffer psychic damage, you deal the same amount of psychic damage to the creature which dealt it to you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"open5e_the-great-elder-thing_outward_cerebration","name":"Outward Cerebration","desc":"Beginning at 1st level, you can push your thoughts into other minds, speaking telepathically to a creature within 30 feet as long as you can see that creature. The creature must know some language to hear your projections, but it does not need to speak the same language as you.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Open5e Originals","key":"open5e","type":"SOURCE","display_name":"Open5e Originals","publisher":{"name":"Open5e","key":"open5e"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://open5e.com/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"The Great Elder Thing","desc":"*Compare to core book’s Pact of the Great Old One*\n\nYour patron, if you can call it that, is an alien mind from a far realm beyond the multiverse as we know it. Not evil per se, its motives are incomprehensible to the understanding of mortals. It might see you as a tool to further these strange aims, bidding you on seemingly unconnected but always unsettling errands. Or, you might tap into its unspeakable power without so much as gaining the notice of its vast awareness, having learned the proper rituals in some maddening grimoire. If you have a name for your patron, it could be an ancient primordial, the King in Yellow, one of the gods of Pegana, or a being from the expanded Cthulhu mythos. Regardless, you can draw on strange and terrible magic from the Great Elder Thing.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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 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_theurge_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_theurge_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_theurge_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_theurge_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_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":"srd-2024_thief","features":[{"key":"srd-2024_rogue_thief_fast-hands","name":"Fast Hands","desc":"As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_second-story-work","name":"Second-Story Work","desc":"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_supreme-sneak","name":"Supreme Sneak","desc":"You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_thiefs-reflexes","name":"Thief's Reflexes","desc":"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_rogue_thief_use-magic-device","name":"Use Magic Device","desc":"You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd-2024_rogue"},"name":"Thief","desc":"*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.","hit_dice":null,"caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_thief","features":[{"key":"srd_thief_fast-hands","name":"Fast Hands","desc":"Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_thief_second-story-work","name":"Second-Story Work","desc":"When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_thief_supreme-sneak","name":"Supreme Sneak","desc":"Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd_thief_thiefs-reflexes","name":"Thief's Reflexes","desc":"When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd_thief_use-magic-device","name":"Use Magic Device","desc":"By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.","crossreferences":{"to":[]},"feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]}],"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[],"subclass_of":{"name":"Rogue","key":"srd_rogue"},"name":"Thief","desc":"","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}}]}