{"count":151,"next":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=saving_throws&page=4","previous":"https://api-beta.open5e.com/v2/classes/?format=json&ordering=saving_throws&page=2","results":[{"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.","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.","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.","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.","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.","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.","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.","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.","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.","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* |","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.","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":"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.","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).","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.","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.","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","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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.","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":"toh_timeblade","features":[{"key":"toh_timeblade_chronologic-echo","name":"Chronologic Echo","desc":"At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can't use it again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_timeblade_continuity-rift","name":"Continuity Rift","desc":"At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.\n  At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the *confusion* spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n  Once you use this feature, you can't use it again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_timeblade_improved-temporal-strike","name":"Improved Temporal Strike","desc":"At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options: \n* **Chronal Cleave.** You immediately make a weapon attack against a different target within range. \n* **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_timeblade_temporal-strike","name":"Temporal Strike","desc":"Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects: \n* **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn't provoke opportunity attacks. At 10th level, you can move up to 30 feet. \n* **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_timeblade_temporal-warrior","name":"Temporal Warrior","desc":"Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the *time stop* spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can't use it again until you finish a long rest.","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":"Timeblade","desc":"There are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_tunnel-watcher","features":[{"key":"toh_tunnel-watcher_against-the-tide","name":"Against the Tide","desc":"Beginning at 18th level, when you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_bonus-proficiencies","name":"Bonus Proficiencies","desc":"At 3rd level, you gain proficiency with thieves' tools and mason's tools.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_cave-in","name":"Cave-In","desc":"Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n  A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_fight-for-every-step","name":"Fight for Every Step","desc":"At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.\n  The attacker can immediately move into the space you left. This movement doesn't cost the attacker's reaction and doesn't provoke opportunity attacks, but a creature can move this way only once each turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_first-line-of-defense","name":"First Line of Defense","desc":"Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.\n  In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_safe-passage","name":"Safe Passage","desc":"Starting at 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_tunnel-watcher_steadfast","name":"Steadfast","desc":"At 10th level, you have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Fighter","key":"srd_fighter"},"name":"Tunnel Watcher","desc":"For untold ages, the dwarves have paid in blood to keep their subterranean homes safe. The keystone to the defense of the dwarven citadels are the tunnel watchers, warriors trained in the tight, uneven paths beneath the surface of the world. While the techniques of the tunnel watchers originated with the dwarves, others see the value in such specialization. Tunnel watchers can thus be found throughout the mountainous regions of the world.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_underfoot","features":[{"key":"toh_underfoot_cantrips","name":"Cantrips","desc":"You learn three cantrips: *shillelagh* and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_death-from-below","name":"Death From Below","desc":"Beginning at 13th level, when you move at least 10 feet underground toward a target, your next attack against the target with your *shillelagh* weapon has advantage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_restriction-erina","name":"Restriction: Erina","desc":"You can choose this roguish archetype only if you are an erina.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_underfoot_spell-slots","name":"Spell Slots","desc":"The Underfoot Spellcasting 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 one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n  For example, if you know the 1st-level spell *longstrider* and have a 1st-level and a 2nd-level spell slot available, you can cast *longstrider* using either slot.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_spellcasting","name":"Spellcasting","desc":"When you reach 3rd level, you gain the ability to cast spells drawn from the magic of the wilds.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_spellcasting-ability","name":"Spellcasting Ability","desc":"Wisdom is your spellcasting ability for your druid spells. Your magic draws upon your connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier.\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier.\n\n**Underfoot Spellcasting (table)**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_underfoot_spells-known-of-1st-level-and-higher","name":"Spells Known of 1st-Level and Higher","desc":"You know three 1st-level druid spells of your choice, two of which you must choose from the divination and transmutation spells on the druid spell list. The Spells Known column of the Underfoot Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice 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 druid spells you know and replace it with another spell from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_undermine","name":"Undermine","desc":"Beginning at 9th level, you can use your action to dig a hole under a Large or smaller creature within 5 feet of you. That creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone. If the target fails its saving throw, you can make one weapon attack against that target as a bonus action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_versatile-shillelagh","name":"Versatile Shillelagh","desc":"Beginning at 3rd level, when you cast *shillelagh*, the spell is modified in the following ways: \n* Its duration increases to 1 hour. \n* The spell ends early only if another creature holds the weapon or if the weapon is more than 5 feet away from you for 1 minute or more. \n* Your Sneak Attack feature can be applied to attack rolls made with your *shillelagh* weapon.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_underfoot_vicious","name":"Vicious","desc":"At 17th level, when you use your Death From Below feature and hit the target with your *shillelagh* weapon, the target is restrained by vegetation and soil until the end of its next turn.","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":"Rogue","key":"srd_rogue"},"name":"Underfoot","desc":"Though most rogues prefer ambushing their opponents from the shadows, erina rogues ambush their opponents from below. These Underfoot use druidic magic and their natural aptitude for burrowing to defend their forest homes. The Underfoot are an elite order of burrow warriors in every erina colony. Using a combination of guerilla attacks and druidic magic, they are a force to be reckoned with, diving into fights nose-forward.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_vermin-domain","features":[{"key":"toh_vermin-domain_channel-divinity-swarm-step","name":"Channel Divinity: Swarm Step","desc":"Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_vermin-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"toh_vermin-domain_legion-of-bites","name":"Legion of Bites","desc":"At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.\n  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_vermin-domain_the-unseen","name":"The Unseen","desc":"When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin'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.”","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_vermin-domain_vermin-domain-spells","name":"Vermin Domain Spells","desc":"Cleric Level | Spells  |\r\n|--------------|---------|\r\n| 1st          | *detect poison and disease*, *speak with animals* (vermin only)  |\r\n| 3rd          | *spider climb*, *web*  |\r\n| 5th          | *conjure animals* (vermin only), *fear*  |\r\n| 7th          | *dominate beast* (vermin only), *giant insect*  |\r\n| 9th          | *contagion*, *insect plague*  |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_vermin-domain_verminform-blessing","name":"Verminform Blessing","desc":"At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn't change as a result of this lycanthropy, and you can't spread the disease of lycanthropy.","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":"Vermin Domain","desc":"You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_wasteland-strider","features":[{"key":"toh_wasteland-strider_call-the-otherworldly","name":"Call the Otherworldly","desc":"At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n  The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_chaotic-strikes","name":"Chaotic Strikes","desc":"When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1  | Fire        | \n| 2  | Cold        | \n| 3  | Lightning   | \n| 4  | Psychic     | \n| 5  | Necrotic    | \n| 6  | Poison      | \n| 7  | Radiant     | \n| 8  | Force       |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_dimensional-step","name":"Dimensional Step","desc":"At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_stalwart-psyche","name":"Stalwart Psyche","desc":"Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"toh_wasteland-strider_wasteland-strider-magic","name":"Wasteland Strider Magic","desc":"Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level  | Spells                     | \n|---------------|----------------------------| \n| 3rd           | *protection from the void* | \n| 5th           | *calm emotions*            | \n| 9th           | *dispel magic*             | \n| 13th          | *banishment*               | \n| 17th          | *hold monster*             |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Ranger","key":"srd_ranger"},"name":"Wasteland Strider","desc":"A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them … you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_wastelander","features":[{"key":"toh_wastelander_aberrant-physiology","name":"Aberrant Physiology","desc":"Starting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.\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.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_wastelander_absorb-arcana","name":"Absorb Arcana","desc":"Starting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_wastelander_advanced-transformation","name":"Advanced Transformation","desc":"At 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.\n\n***Caustic Tentacle (Grasping Tentacle).*** Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.\n\n***Cognitive Split (Binary Mind).*** Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.\n\n***Fell Sprinter (Digitigrade Legs).*** Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.\n\n***Third Arm (Prehensile Tail).*** Your tail extends to a length of 15 feet and the end splits into five fingerlike appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_wastelander_alien-alteration","name":"Alien Alteration","desc":"At 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.\n\n***Binary Mind.*** Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.\n\n***Digitigrade Legs.*** Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.\n\n***Grasping Tentacle.*** You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.\n\n***Prehensile Tail.*** You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_wastelander_spontaneous-transformation","name":"Spontaneous Transformation","desc":"At 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.","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":"Sorcerer","key":"srd_sorcerer"},"name":"Wastelander","desc":"Eldritch power and residual magical energy left over from a horrific arcane war is drawn to you as a lodestone is drawn to iron. Perhaps this attraction is due to a pact one of your ancestors made with an ancient eldritch horror. Perhaps it is an unfortunate twist of circumstance. Regardless, your physiology is in a constant state of transformation as a result of your condition. Some sorcerers who arise from magical wastelands embrace their body's modifications, others take to adventuring to find a cure for what they see as their affliction, while others still seek to make a mark on the world before oblivion claims them.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-concordant-motion","features":[{"key":"toh_way-of-concordant-motion_concordant-mind","name":"Concordant Mind","desc":"At 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-concordant-motion_cooperative-ki","name":"Cooperative Ki","desc":"Starting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-concordant-motion_coordinated-maneuvers","name":"Coordinated Maneuvers","desc":"Starting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-concordant-motion_deflect-strike","name":"Deflect Strike","desc":"At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.","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":"Monk","key":"srd_monk"},"name":"Way of Concordant Motion","desc":"The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-dragon","features":[{"key":"toh_way-of-the-dragon_conquering-wyrm","name":"Conquering Wyrm","desc":"Beginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-dragon_draconic-affiliation","name":"Draconic Affiliation","desc":"Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-dragon_draconic-onslaught","name":"Draconic Onslaught","desc":"At 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-dragon_scales-of-the-wyrm","name":"Scales of the Wyrm","desc":"At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-dragon_take-flight","name":"Take Flight","desc":"Starting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.","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":"Monk","key":"srd_monk"},"name":"Way of the Dragon","desc":"You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-humble-elephant","features":[{"key":"toh_way-of-the-humble-elephant_decisive-in-wrath","name":"Decisive in Wrath","desc":"At 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-humble-elephant_slow-to-anger","name":"Slow to Anger","desc":"Starting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-humble-elephant_thick-hide","name":"Thick Hide","desc":"At 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-humble-elephant_unyielding-step","name":"Unyielding Step","desc":"Starting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.","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":"Monk","key":"srd_monk"},"name":"Way of the Humble Elephant","desc":"Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-still-waters","features":[{"key":"toh_way-of-the-still-waters_duality-of-water","name":"Duality of Water","desc":"Beginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-still-waters_perfect-calm","name":"Perfect Calm","desc":"Starting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-still-waters_spreading-ripples","name":"Spreading Ripples","desc":"At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-still-waters_tempestuous-waters","name":"Tempestuous Waters","desc":"At 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-still-waters_turbulent-waters","name":"Turbulent Waters","desc":"Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.","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":"Monk","key":"srd_monk"},"name":"Way of the Still Waters","desc":"Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-tipsy-monkey","features":[{"key":"toh_way-of-the-tipsy-monkey_adaptive-fighting","name":"Adaptive Fighting","desc":"Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-tipsy-monkey_fortune-favors-the-fool","name":"Fortune Favors the Fool","desc":"Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-tipsy-monkey_jester-style","name":"Jester Style","desc":"Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-tipsy-monkey_stumbling-stance","name":"Stumbling Stance","desc":"At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-tipsy-monkey_sway-and-strike","name":"Sway and Strike","desc":"At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.","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":"Monk","key":"srd_monk"},"name":"Way of the Tipsy Monkey","desc":"Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n\nDespite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-unerring-arrow","features":[{"key":"toh_way-of-the-unerring-arrow_archery-training","name":"Archery Training","desc":"When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-unerring-arrow_flurry-of-deflection","name":"Flurry of Deflection","desc":"At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-unerring-arrow_improbable-shot","name":"Improbable Shot","desc":"At 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-unerring-arrow_needle-eye-of-insight","name":"Needle Eye of Insight","desc":"At 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-unerring-arrow_steel-rain-blossom","name":"Steel Rain Blossom","desc":"At 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Monk","key":"srd_monk"},"name":"Way of the Unerring Arrow","desc":"The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_way-of-the-wildcat","features":[{"key":"toh_way-of-the-wildcat_enhanced-agility","name":"Enhanced Agility","desc":"When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-wildcat_feline-reflexes","name":"Feline Reflexes","desc":"Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-wildcat_hundred-step-strike","name":"Hundred Step Strike","desc":"At 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-wildcat_improved-feline-reflexes","name":"Improved Feline Reflexes","desc":"Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"toh_way-of-the-wildcat_springing-pounce","name":"Springing Pounce","desc":"Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.","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":"Monk","key":"srd_monk"},"name":"Way of the Wildcat","desc":"Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_wind-domain","features":[{"key":"toh_wind-domain_channel-divinity-grasp-not-the-wind","name":"Channel Divinity: Grasp Not the Wind","desc":"At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"toh_wind-domain_dire-tempest","name":"Dire Tempest","desc":"At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n  In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"toh_wind-domain_divine-strike","name":"Divine Strike","desc":"At 8th level, you 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.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"toh_wind-domain_stormshield","name":"Stormshield","desc":"At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_wind-domain_wind-domain-spells","name":"Wind Domain Spells","desc":"Cleric Level | Spells                                                        |\r\n|--------------|---------------------------------------------------------------|\r\n| 1st          | *feather fall*, *thunderwave*                                 |\r\n| 3rd          | *gust of wind*, *misty step*                                  |\r\n| 5th          | *fly*, *wind wall*                                            |\r\n| 7th          | *conjure minor elementals* (air only), *freedom of movement*  |\r\n| 9th          | *cloudkill*, *conjure elemental* (air only)                   |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_wind-domain_winds-chosen","name":"Wind's Chosen","desc":"When you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.","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":"Wind Domain","desc":"You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"toh_wyrdweaver","features":[{"key":"toh_wyrdweaver_appropriate-advantage","name":"Appropriate Advantage","desc":"At 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"toh_wyrdweaver_expanded-spell-list","name":"Expanded Spell List","desc":"The Wyrdweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.\n\n**Wyrdweaver Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *bane*, *faerie fire*              | \n| 2nd           | *blur*, *frenzied bolt*            | \n| 3rd           | *bestow curse*, *hypnotic pattern* | \n| 4th           | *compulsion*, *reset*              | \n| 5th           | *battle mind*, *mislead*           |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"toh_wyrdweaver_favored-soul","name":"Favored Soul","desc":"Starting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"toh_wyrdweaver_improbable-duplicate","name":"Improbable Duplicate","desc":"At 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"toh_wyrdweaver_inconceivable-channeling","name":"Inconceivable Channeling","desc":"At 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"toh_wyrdweaver_probability-wellspring","name":"Probability Wellspring","desc":"Starting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.\n  You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.\n  When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tome of Heroes","key":"toh","type":"SOURCE","display_name":"Tome of Heroes","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},"saving_throws":[],"subclass_of":{"name":"Warlock","key":"srd_warlock"},"name":"Wyrdweaver","desc":"Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich's keep to ask it about its favorite song, or you might leap onto a dragon's back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"tdcs_blood-domain","features":[{"key":"tdcs_blood-domain_bloodletting-focus","name":"Bloodletting Focus","desc":"From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_blood-domain-spells-table","name":"Blood Domain Spells (table)","desc":"Cleric Level | Spells                                | \r\n |--------------|-------------------------------------------| \r\n | 1st          | *sleep*, *ray of sickness*                | \r\n | 3rd          | *ray of enfeeblement*, *crown of madness* | \r\n | 5th          | *haste*, *slow*                           | \r\n | 7th          | *blight*, *stoneskin*                     | \r\n | 9th          | *dominate person*, *hold monster*         |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_bonus-proficiencies","name":"Bonus Proficiencies","desc":"At 1st Level, you gain proficiency with martial weapons.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_channel-divinity-blood-puppet","name":"Channel Divinity: Blood Puppet","desc":"Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_channel-divinity-crimson-bond","name":"Channel Divinity: Crimson Bond","desc":"Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n\n **Health State Examples**\n\n| 100%    | Untouched            |\r\n| 99%-50% | Injured              |\r\n| 49%-1%  | Heavily Wounded      |\r\n| 0%      | Unconscious or Dying |\r\n| –       | Dead                 |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_sanguine-recall","name":"Sanguine Recall","desc":"At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.\nFor example, if you’re a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_blood-domain_vascular-corruption-aura","name":"Vascular Corruption Aura","desc":"At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).\nOnce you use this feature, you can’t use it again until you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]}],"document":{"name":"Tal'dorei Campaign Setting","key":"tdcs","type":"SOURCE","display_name":"Tal'dorei Campaign Setting","publisher":{"name":"Green Ronin Publishing","key":"green-ronin"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"},"saving_throws":[],"subclass_of":{"name":"Cleric","key":"srd_cleric"},"name":"Blood Domain","desc":"The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance./n When casting divine spells as a Blood Domain cleric, consider ways to occasionally flavor your descriptions to tailor the magic’s effect on the opponent’s blood and vitality. Hold person might involve locking a target’s body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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.","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.","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.","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.","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).","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":"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.","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.","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.","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.","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.","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.","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":"tdcs_way-of-the-cerulean-spirit","features":[{"key":"tdcs_way-of-the-cerulean-spirit_debilitating-barrage","name":"Debilitating Barrage","desc":"Upon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_way-of-the-cerulean-spirit_extort-truth","name":"Extort Truth","desc":"At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_way-of-the-cerulean-spirit_extract-aspects","name":"Extract Aspects","desc":"Beginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_way-of-the-cerulean-spirit_mind-of-mercury","name":"Mind of Mercury","desc":"Starting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_way-of-the-cerulean-spirit_mystical-erudition","name":"Mystical Erudition","desc":"Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"tdcs_way-of-the-cerulean-spirit_preternatural-counter","name":"Preternatural Counter","desc":"Beginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"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":"Monk","key":"srd_monk"},"name":"Way of the Cerulean Spirit","desc":"To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\n\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.","hit_dice":null,"caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_bard","features":[{"key":"srd_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bard-college","name":"Bard College","desc":"At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":10,"detail":"d10"},{"level":15,"detail":"d12"},{"level":5,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_countercharm","name":"Countercharm","desc":"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon\r\n* (*a*) a diplomat’s pack or (*b*) an entertainer’s pack\r\n* (*a*) a lute or (*b*) any other musical instrument\r\n* Leather armor and a dagger","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_expertise","name":"Expertise","desc":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_font-of-inspiration","name":"Font of Inspiration","desc":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_magical-secrets","name":"Magical Secrets","desc":"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any class at 14th level and again at 18th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":14,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Three musical instruments of your choice\r\n**Saving Throws:** Dexterity, Charisma\r\n**Skills:** Choose any three","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_bard_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_bard_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_bard_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_song-of-rest","name":"Song of Rest","desc":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"d10"},{"level":17,"detail":"d12"},{"level":2,"detail":"d6"},{"level":9,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_spellcasting","name":"Spellcasting","desc":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.\r\n\r\nYour spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n###Cantrips\r\n\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n###Spell Slots\r\n\r\nThe Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.\r\n\r\n###Spells Known of 1st Level and Higher\r\n\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\r\n\r\n###Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n\r\n*Spell save DC* = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n*Spell attack modifier* = your proficiency bonus + your Charisma modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_spells-known","name":"Spells Known","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"14"},{"level":11,"column_value":"15"},{"level":12,"column_value":"15"},{"level":13,"column_value":"16"},{"level":14,"column_value":"18"},{"level":15,"column_value":"19"},{"level":16,"column_value":"19"},{"level":17,"column_value":"20"},{"level":18,"column_value":"22"},{"level":19,"column_value":"22"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"8"},{"level":6,"column_value":"9"},{"level":7,"column_value":"10"},{"level":8,"column_value":"11"},{"level":9,"column_value":"12"}]},{"key":"srd_bard_superior-inspiration","name":"Superior Inspiration","desc":"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_cleric","features":[{"key":"srd_cleric_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_cantrips-known","name":"Cantrips Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"3"},{"level":20,"column_value":"5"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_cleric_channel-divinity","name":"Channel Divinity","desc":"At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\n### Channel Divinity: Turn Undead\r\n\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":"3/rest"},{"level":2,"detail":"1/rest"},{"level":6,"detail":"2/rest"}],"data_for_class_table":[]},{"key":"srd_cleric_destroy-undead","name":"Destroy Undead","desc":"Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. \r\n\r\n### Destroy Undead (table)\r\n\r\n| Cleric Level | Destroys Undead of CR... | \r\n|---|---|\r\n| 5th | 1/2 or lower |\r\n| 8th | 1 or lower |\r\n| 11th | 2 or lower |\r\n| 14th | 3 or lower | \r\n| 17th | 4 or lower |","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":"CR 2"},{"level":14,"detail":"CR 3"},{"level":17,"detail":"CR 4"},{"level":5,"detail":"CR 1/2"},{"level":8,"detail":"CR 1"}],"data_for_class_table":[]},{"key":"srd_cleric_divine-domain","name":"Divine Domain","desc":"Choose one domain related to your deity, such as  Life. Each domain is detailed at the end of the class  description, and each one provides examples of gods  associated with it. Your choice grants you domain  spells and other features when you choose it at 1st  level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd  level, and additional benefits at 6th, 8th, and 17th  levels.\r\n\r\n### Domain Spells\r\nEach domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain  description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. \r\nIf you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_divine-intervention","name":"Divine Intervention","desc":"Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\r\n\r\nIf your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_cleric_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a mace or (*b*) a warhammer (if proficient)\r\n* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* A shield and a holy symbol","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_cleric_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_cleric_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_cleric_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_cleric_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_cleric_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_cleric_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_cleric_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_cleric_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_cleric_spellcasting","name":"Spellcasting","desc":"As a conduit for divine power, you can cast cleric spells.\r\n\r\n###Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\nPreparing and Casting Spells\r\n\r\nThe Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n###Spellcasting Ability\r\n\r\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_paladin","features":[{"key":"srd_paladin_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_aura-of-courage","name":"Aura of Courage","desc":"Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_aura-of-protection","name":"Aura of Protection","desc":"Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null},{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_cleansing-touch","name":"Cleansing Touch","desc":"Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_divine-health","name":"Divine Health","desc":"By 3rd level, the divine magic flowing through you makes you immune to disease.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_divine-sense","name":"Divine Sense","desc":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_divine-smite","name":"Divine Smite","desc":"Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) five javelins or (*b*) any simple melee weapon\r\n* (*a*) a priest’s pack or (*b*) an explorer’s pack\r\n* Chain mail and a holy symbol","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_paladin_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_fighting-style","name":"Fighting Style","desc":"At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n### Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_improved-divine-smite","name":"Improved Divine Smite","desc":"By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_lay-on-hands","name":"Lay on Hands","desc":"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_proficiencies","name":"Proficiencies","desc":"**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_paladin_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_paladin_sacred-oath","name":"Sacred Oath","desc":"When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n### Oath Spells\r\n\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n### Channel Divinity\r\n\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_paladin_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_paladin_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_paladin_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"2"}]},{"key":"srd_paladin_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"srd_paladin_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_paladin_spellcasting","name":"Spellcasting","desc":"By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Paladin level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per paladin level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Paladin","desc":"","hit_dice":"D10","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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.","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]","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","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.","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.","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]","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]","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]","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 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data]","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]","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]","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]","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]","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.","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.","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]","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.","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]","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","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":"srd_warlock","features":[{"key":"srd_warlock_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.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_cantrips-known","name":"Cantrips Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_warlock_eldritch-invocation-list","name":"Eldritch Invocation List","desc":"If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\r\n\r\n### Agonizing Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.\r\nArmor of Shadows\r\n\r\nYou can cast mage armor on yourself at will, without expending a spell slot or material components.\r\n\r\n### Ascendant Step\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast levitate on yourself at will, without expending a spell slot or material components.\r\n\r\n### Beast Speech\r\n\r\nYou can cast speak with animals at will, without expending a spell slot.\r\n\r\n### Beguiling Influence\r\n\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\n### Bewitching Whispers\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Book of Ancient Secrets\r\n\r\nPrerequisite: Pact of the Tome feature\r\n\r\nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\r\n\r\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\r\n\r\n### Chains of Carceri\r\n\r\nPrerequisite: 15th level, Pact of the Chain feature\r\n\r\nYou can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\r\n\r\n### Devil's Sight\r\n\r\nYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\r\n\r\n### Dreadful Word\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Eldritch Sight\r\n\r\nYou can cast detect magic at will, without expending a spell slot.\r\n\r\n### Eldritch Spear\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, its range is 300 feet.\r\n\r\n### Eyes of the Rune Keeper\r\n\r\nYou can read all writing.\r\n\r\n### Fiendish Vigor\r\n\r\nYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.\r\n\r\n### Gaze of Two Minds\r\n\r\nYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\r\n\r\n### Lifedrinker\r\n\r\nPrerequisite: 12th level, Pact of the Blade feature\r\n\r\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).\r\n\r\n### Mask of Many Faces\r\n\r\nYou can cast disguise self at will, without expending a spell slot.\r\n\r\n### Master of Myriad Forms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\n### Minions of Chaos\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Mire the Mind\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Misty Visions\r\n\r\nYou can cast silent image at will, without expending a spell slot or material components.\r\n\r\n### One with Shadows\r\n\r\nPrerequisite: 5th level\r\n\r\nWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.\r\n\r\n### Otherworldly Leap\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast jump on yourself at will, without expending a spell slot or material components.\r\n\r\n### Repelling Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.\r\n\r\n### Sculptor of Flesh\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Sign of Ill Omen\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thief of Five Fates\r\n\r\nYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thirsting Blade\r\n\r\nPrerequisite: 5th level, Pact of the Blade feature\r\n\r\nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n### Visions of Distant Realms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\n### Voice of the Chain Master\r\n\r\nPrerequisite: Pact of the Chain feature\r\n\r\nYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\r\n\r\n### Whispers of the Grave\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast speak with dead at will, without expending a spell slot.\r\n\r\n### Witch Sight\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.","feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]},{"key":"srd_warlock_eldritch-invocations","name":"Eldritch Invocations","desc":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_eldritch-master","name":"Eldritch Master","desc":"At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_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 scholar’s pack or (*b*) a dungeoneer’s pack\r\n* Leather armor, any simple weapon, and two daggers","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_warlock_invocations-known","name":"Invocations Known","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"6"},{"level":13,"column_value":"6"},{"level":14,"column_value":"6"},{"level":15,"column_value":"7"},{"level":16,"column_value":"7"},{"level":17,"column_value":"7"},{"level":18,"column_value":"8"},{"level":19,"column_value":"8"},{"level":2,"column_value":"2"},{"level":20,"column_value":"8"},{"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"}]},{"key":"srd_warlock_mystic-arcanum","name":"Mystic Arcanum","desc":"At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":"6th level"},{"level":13,"detail":"7th level"},{"level":15,"detail":"8th level"},{"level":17,"detail":"9th level"}],"data_for_class_table":[]},{"key":"srd_warlock_otherworldly-patron","name":"Otherworldly Patron","desc":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_pact-boon","name":"Pact Boon","desc":"At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n\r\n### Pact of the Chain\r\n\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n\r\nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.\r\n\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.\r\n\r\n### Pact of the Blade\r\n\r\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\r\n\r\nYou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\r\n\r\n### Pact of the Tome\r\n\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.\r\n\r\nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_pact-magic","name":"Pact Magic","desc":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells.\r\n\r\n### Cantrips\r\n\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\nSpell Slots\r\n\r\nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock 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 warlock spells, so 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 warlock spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_warlock_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_warlock_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","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_warlock_slot-level","name":"Slot Level","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1st"},{"level":10,"column_value":"5th"},{"level":11,"column_value":"5th"},{"level":12,"column_value":"5th"},{"level":13,"column_value":"5th"},{"level":14,"column_value":"5th"},{"level":15,"column_value":"5th"},{"level":16,"column_value":"5th"},{"level":17,"column_value":"5th"},{"level":18,"column_value":"5th"},{"level":19,"column_value":"5th"},{"level":2,"column_value":"1st"},{"level":20,"column_value":"5th"},{"level":3,"column_value":"2nd"},{"level":4,"column_value":"2nd"},{"level":5,"column_value":"3rd"},{"level":6,"column_value":"3rd"},{"level":7,"column_value":"4th"},{"level":8,"column_value":"4th"},{"level":9,"column_value":"5th"}]},{"key":"srd_warlock_spell-slots","name":"Spell Slots","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"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":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"2"},{"level":8,"column_value":"2"},{"level":9,"column_value":"2"}]},{"key":"srd_warlock_spells-known","name":"Spells Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"11"},{"level":13,"column_value":"12"},{"level":14,"column_value":"12"},{"level":15,"column_value":"13"},{"level":16,"column_value":"13"},{"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":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Warlock level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per warlock level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Warlock","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_bard","features":[{"key":"srd-2024_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-spell-list","name":"Bard Spell List","desc":"This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\n**Cantrips (Level 0)**\n\n|Spell|School|Special|\n|---|---|---|\n|Dancing Lights|Illusion|C|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Prestidigitation|Transmutation|—|\n|Starry Wisp|Evocation|—|\n|True Strike|Divination|—|\n|Vicious Mockery|Enchantment|—|\n\n**Level 1**\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Color Spray|Illusion|—|\n|Command|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Dissonant Whispers|Enchantment|—|\n|Faerie Fire|Evocation|C|\n|Feather Fall|Transmutation|—|\n|Healing Word|Abjuration|—|\n|Heroism|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Identify|Divination|R, M|\n|Illusory Script|Illusion|R, M|\n|Longstrider|Transmutation|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n|Unseen Servant|Conjuration|R|\n\n**Level 2**\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Detect Thoughts|Divination|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Enthrall|Enchantment|C|\n|Heat Metal|Transmutation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Mouth|Illusion|R, M|\n|Mirror Image|Illusion|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Silence|Illusion|C, R|\n|Suggestion|Enchantment|C|\n|Zone of Truth|Enchantment|—|\n\n**Level 3**\n\n|Spell|School|Special|\n|---|---|---|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Glyph of Warding|Abjuration|M|\n|Hypnotic Pattern|Illusion|C|\n|Major Image|Illusion|C|\n|Mass Healing Word|Abjuration|—|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Sending|Divination|—|\n|Slow|Transmutation|C|\n|Speak with Dead|Necromancy|—|\n|Speak with Plants|Transmutation|—|\n|Stinking Cloud|Conjuration|C|\n|Tiny Hut|Evocation|R|\n|Tongues|Divination|—|\n\n**Level 4**\n\n|Spell|School|Special|\n|---|---|---|\n|Charm Monster|Enchantment|—|\n|Compulsion|Enchantment|C|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Freedom of Movement|Abjuration|—|\n|Greater Invisibility|Illusion|C|\n|Hallucinatory Terrain|Illusion|—|\n|Locate Creature|Divination|C|\n|Phantasmal Killer|Illusion|C|\n|Polymorph|Transmutation|C|\n\n**Level 5**\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Awaken|Transmutation|M|\n|Dominate Person|Enchantment|C|\n|Dream|Illusion|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hold Monster|Enchantment|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Mislead|Illusion|C|\n|Modify Memory|Enchantment|C|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n|Seeming|Illusion|—|\n|Telepathic Bond|Divination|R|\n|Teleportation Circle|Conjuration|M|\n\n**Level 6**\n\n|Spell|School|Special|\n|---|---|---|\n|Eyebite|Necromancy|C|\n|Find the Path|Divination|C, M|\n|Guards and Wards|Abjuration|M|\n|Heroes' Feast|Conjuration|M|\n|Irresistible Dance|Enchantment|C|\n|Mass Suggestion|Enchantment|—|\n|Programmed Illusion|Illusion|M|\n|True Seeing|Divination|M|\n\n**Level 7**\n\n|Spell|School|Special|\n|---|---|---|\n|Arcane Sword|Evocation|C, M|\n|Etherealness|Conjuration|—|\n|Forcecage|Evocation|C, M|\n|Magnificent Mansion|Conjuration|M|\n|Mirage Arcane|Illusion|—|\n|Prismatic Spray|Evocation|—|\n|Project Image|Illusion|C, M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n|Teleport|Conjuration|—|\n\n**Level 8**\n\n|Spell|School|Special|\n|---|---|---|\n|Antipathy/Sympathy|Enchantment|—|\n|Befuddlement|Enchantment|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Mind Blank|Abjuration|—|\n|Power Word Stun|Enchantment|—|\n\n**Level 9**\n\n|Spell|School|Special|\n|---|---|---|\n|Foresight|Divination|—|\n|Power Word Heal|Enchantment|—|\n|Power Word Kill|Enchantment|—|\n|Prismatic Wall|Abjuration|—|\n|True Polymorph|Transmutation|C|","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-subclass","name":"Bard Subclass","desc":"You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bardic-die","name":"Bardic Die","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"D6"},{"level":10,"column_value":"D10"},{"level":11,"column_value":"D10"},{"level":12,"column_value":"D10"},{"level":13,"column_value":"D10"},{"level":14,"column_value":"D10"},{"level":15,"column_value":"D12"},{"level":16,"column_value":"D12"},{"level":17,"column_value":"D12"},{"level":18,"column_value":"D12"},{"level":19,"column_value":"D12"},{"level":2,"column_value":"D6"},{"level":20,"column_value":"D12"},{"level":3,"column_value":"D6"},{"level":4,"column_value":"D6"},{"level":5,"column_value":"D8"},{"level":6,"column_value":"D8"},{"level":7,"column_value":"D8"},{"level":8,"column_value":"D8"},{"level":9,"column_value":"D8"}]},{"key":"srd-2024_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.\n\n**Using Bardic Inspiration.** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.\n\nOnce within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.\n\n**Number of Uses.** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**At Higher Levels.** Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_cantrips","name":"Cantrips","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_core-traits","name":"Core Bard Traits","desc":"|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Choose any 3 skills|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose 3 Musical Instruments|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_countercharm","name":"Countercharm","desc":"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_expertise","name":"Expertise","desc":"You gain Expertise (see \"Rules Glossary\") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_font-of-inspiration","name":"Font of Inspiration","desc":"You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_magical-secrets","name":"Magical Secrets","desc":"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_prepared-spells","name":"Prepared Spells","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_bard_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_bard_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-4th","name":"4th","desc":"[Column 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data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_bard_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through your bardic arts. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Bard spell list. *Dancing Lights* and *Vicious Mockery* are recommended.\n\nWhenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.\n\nWhen you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.\n\n**Spell Slots.** The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. *Charm Person*, *Color Spray*, *Dissonant Whispers*, and *Healing Word* are recommended.\n\nThe number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells.\n\n**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_superior-inspiration","name":"Superior Inspiration","desc":"When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_words-of-creation","name":"Words of Creation","desc":"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_cleric","features":[{"key":"srd-2024_cleric_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_blessed-strikes","name":"Blessed Strikes","desc":"Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\n\n**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_cantrips","name":"Cantrips","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"5"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"3"},{"level":20,"column_value":"5"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_cleric_channel-divinity","name":"Channel Divinity","desc":"You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\n\nYou roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).\n\n**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_channel-divinity-uses","name":"Channel Divinity","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_cleric-spell-list","name":"Cleric Spell List","desc":"This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Cantrips (Level 0 Cleric Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Guidance|Divination|C|\n|Light|Evocation|—|\n|Mending|Transmutation|—|\n|Resistance|Abjuration|C|\n|Sacred Flame|Evocation|—|\n|Spare the Dying|Necromancy|—|\n|Thaumaturgy|Transmutation|—|\n\nTable: Level 1 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bane|Enchantment|C|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Create or Destroy Water|Transmutation|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Guiding Bolt|Evocation|—|\n|Healing Word|Abjuration|—|\n|Inflict Wounds|Necromancy|—|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Sanctuary|Abjuration|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Augury|Divination|R, M|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Continual Flame|Evocation|M|\n|Enhance Ability|Transmutation|C|\n|Find Traps|Divination|—|\n|Gentle Repose|Necromancy|R, M|\n|Hold Person|Enchantment|C|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Silence|Illusion|C, R|\n|Spiritual Weapon|Evocation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Dead|Necromancy|—|\n|Beacon of Hope|Abjuration|C|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Glyph of Warding|Abjuration|M|\n|Magic Circle|Abjuration|M|\n|Mass Healing Word|Abjuration|—|\n|Meld into Stone|Transmutation|R|\n|Protection from Energy|Abjuration|C|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n|Sending|Divination|—|\n|Speak with Dead|Necromancy|—|\n|Spirit Guardians|Conjuration|C|\n|Tongues|Divination|—|\n|Water Walk|Transmutation|R|\n\n#### Level 4 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Control Water|Transmutation|C|\n|Death Ward|Abjuration|—|\n|Divination|Divination|R, M|\n|Freedom of Movement|Abjuration|—|\n|Guardian of Faith|Conjuration|—|\n|Locate Creature|Divination|C|\n|Stone Shape|Transmutation|—|\n\n#### Level 5 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Commune|Divination|R|\n|Contagion|Necromancy|—|\n|Dispel Evil and Good|Abjuration|C|\n|Flame Strike|Evocation|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hallow|Abjuration|M|\n|Insect Plague|Conjuration|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n\n#### Level 6 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Blade Barrier|Evocation|C|\n|Create Undead|Necromancy|M|\n|Find the Path|Divination|C, M|\n|Forbiddance|Abjuration|R, M|\n|Harm|Necromancy|—|\n|Heal|Abjuration|—|\n|Heroes' Feast|Conjuration|M|\n|Planar Ally|Conjuration|—|\n|Sunbeam|Evocation|C|\n|True Seeing|Divination|M|\n|Word of Recall|Conjuration|—|\n\n#### Level 7 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Conjure Celestial|Conjuration|C|\n|Divine Word|Evocation|—|\n|Etherealness|Conjuration|—|\n|Fire Storm|Evocation|—|\n|Plane Shift|Conjuration|M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n\n#### Level 8 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Antimagic Field|Abjuration|C|\n|Control Weather|Transmutation|C|\n|Earthquake|Transmutation|C|\n|Holy Aura|Abjuration|C, M|\n|Sunburst|Evocation|—|\n\n#### Level 9 Cleric Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Astral Projection|Necromancy|M|\n|Gate|Conjuration|C, M|\n|Mass Heal|Abjuration|—|\n|Power Word Heal|Enchantment|—|\n|True Resurrection|Necromancy|M|","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_cleric_cleric-subclasses","name":"Cleric Subclasses","desc":"You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_core-traits","name":"Cleric Subclasses","desc":"|||\n|---|---|\n|Primary Ability|Wisdom|\n|Hit Point Die|D8 per Cleric level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: History, Insight, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_cleric_divine-intervention","name":"Divine Intervention","desc":"You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_divine-order","name":"Divine Order","desc":"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.\n\n**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Fate is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_greater-divine-intervention","name":"Greater Divine Intervention","desc":"You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_improved-blessed-strikes","name":"Improved Blessed Strikes","desc":"The option you chose for Blessed Strikes grows more powerful.\n\n**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.\n\n**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_prepared-spells","name":"Prepared Spells","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_cleric_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_cleric_sear-undead","name":"Sear Undead","desc":"Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_cleric_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_cleric_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_cleric_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_cleric_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_cleric_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_cleric_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_cleric_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_cleric_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.\n\n**Cantrips.** You know three cantrips of your choice from the Cleric spell list. *Guidance*, *Sacred Flame*, and *Thaumaturgy* are recommended.\n\nWhenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.\n\nWhen you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.\n\n**Spell Slots.** The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. *Bless*, *Cure Wounds*, *Guiding Bolt*, and *Shield of Faith* are recommended.\n\nThe number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.\n\n**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Cleric level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per cleric level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Cleric","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_paladin","features":[{"key":"srd-2024_paladin_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_abjure-foes","name":"Abjure Foes","desc":"As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_aura-expansion","name":"Aura Expansion","desc":"Your Aura of Protection is now a 30-foot Emanation.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_aura-of-courage","name":"Aura of Courage","desc":"You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_aura-of-protection","name":"Aura of Protection","desc":"You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\n\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\n\nIf another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_channel-divinity","name":"Channel Divinity","desc":"You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_channel-divinity-uses","name":"Channel Divinity","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"2"},{"level":8,"column_value":"2"},{"level":9,"column_value":"2"}]},{"key":"srd-2024_paladin_core-traits","name":"Core Paladin Traits","desc":"|||\n|---|---|\n|Primary Ability|Strength and Charisma|\n|Hit Point Die|D10 per Paladin level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_paladin_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Truesight is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_faithful-steed","name":"Faithful Steed","desc":"You can call on the aid of an otherworldly steed. You always have the *Find Steed* spell prepared.\n\nYou can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_fighting-style","name":"Fighting Style","desc":"You gain a Fighting Style feat of your choice (see \"Feats\" for feats). Instead of choosing one of those feats, you can choose the option below.\n\n**Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). *Guidance* and *Sacred Flame* are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_lay-on-hands","name":"Lay On Hands","desc":"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.\n\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\n\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_paladin-subclass","name":"Paladin Subclass","desc":"You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_paladins-smite","name":"Paladin's Smite","desc":"You always have the *Divine Smite* spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_prepared-spells","name":"Prepared Spells","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"9"},{"level":11,"column_value":"10"},{"level":12,"column_value":"10"},{"level":13,"column_value":"11"},{"level":14,"column_value":"11"},{"level":15,"column_value":"12"},{"level":16,"column_value":"12"},{"level":17,"column_value":"14"},{"level":18,"column_value":"14"},{"level":19,"column_value":"15"},{"level":2,"column_value":"3"},{"level":20,"column_value":"15"},{"level":3,"column_value":"4"},{"level":4,"column_value":"5"},{"level":5,"column_value":"6"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"7"},{"level":9,"column_value":"9"}]},{"key":"srd-2024_paladin_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_paladin_radiant-strikes","name":"Radiant Strikes","desc":"Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_restoring-touch","name":"Restoring Touch","desc":"When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_paladin_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_paladin_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"2"}]},{"key":"srd-2024_paladin_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"}]},{"key":"srd-2024_paladin_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_paladin_spell-list","name":"Paladin Spell List","desc":"This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\nTable: Level 1 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bless|Enchantment|C, M|\n|Command|Enchantment|—|\n|Cure Wounds|Abjuration|—|\n|Detect Evil and Good|Divination|C|\n|Detect Magic|Divination|C, R|\n|Detect Poison and Disease|Divination|C, R|\n|Divine Favor|Transmutation|—|\n|Divine Smite|Evocation|—|\n|Heroism|Enchantment|C|\n|Protection from Evil and Good|Abjuration|C, M|\n|Purify Food and Drink|Transmutation|R|\n|Searing Smite|Evocation|—|\n|Shield of Faith|Abjuration|C|\n\nTable: Level 2 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Find Steed|Conjuration|—|\n|Gentle Repose|Necromancy|R, M|\n|Lesser Restoration|Abjuration|—|\n|Locate Object|Divination|C|\n|Magic Weapon|Transmutation|—|\n|Prayer of Healing|Abjuration|—|\n|Protection from Poison|Abjuration|—|\n|Shining Smite|Transmutation|C|\n|Warding Bond|Abjuration|M|\n|Zone of Truth|Enchantment|—|\n\nTable: Level 3 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Create Food and Water|Conjuration|—|\n|Daylight|Evocation|—|\n|Dispel Magic|Abjuration|—|\n|Magic Circle|Abjuration|M|\n|Remove Curse|Abjuration|—|\n|Revivify|Necromancy|M|\n\nTable: Level 4 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Aura of Life|Abjuration|C|\n|Banishment|Abjuration|C|\n|Death Ward|Abjuration|—|\n|Locate Creature|Divination|C|\n\nTable: Level 5 Paladin Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Dispel Evil and Good|Abjuration|C|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Raise Dead|Necromancy|M|","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_paladin_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through prayer and meditation. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.\n\n**Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. *Heroism* and *Searing Smite* are recommended.\n\nThe number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\n\nIf another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\n\n**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells.\n\n**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_paladin_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Paladin level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per paladin level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Paladin","desc":"","hit_dice":"D10","caster_type":"HALF","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-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.","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.","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]","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|","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.","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|","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.","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.","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.","feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_prepared-spells","name":"Prepared Spells","desc":"[Column data]","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 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data]","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]","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]","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]","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]","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|—|","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.","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.","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.","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]","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.","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-2024_warlock","features":[{"key":"srd-2024_warlock_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 Warlock levels 8, 12, and 16.","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_warlock_cantrips","name":"Cantrips","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_warlock_contact-patron","name":"Contact Patron","desc":"In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the *Contact Other Plane* spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.\n\nOnce you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_core-traits","name":"Core Warlock Traits","desc":"|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Warlock level|\n|Saving Throw Proficiencies|Wisdom and Charisma|\n|Skill Proficiencies|Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion|\n|Weapon Proficiencies|Simple weapons|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Ar cane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_warlock_eldritch-invocation-count","name":"Eldritch Invocations","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"level":10,"column_value":"7"},{"level":11,"column_value":"7"},{"level":12,"column_value":"8"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"9"},{"level":18,"column_value":"10"},{"level":19,"column_value":"10"},{"level":2,"column_value":"3"},{"level":20,"column_value":"10"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"5"},{"level":6,"column_value":"5"},{"level":7,"column_value":"6"},{"level":8,"column_value":"6"},{"level":9,"column_value":"7"}]},{"key":"srd-2024_warlock_eldritch-invocation-options","name":"Eldritch Invocation Options","desc":"Eldritch Invocation options appear in alphabetical order.\n\n### Agonizing Blast\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*\n\nChoose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Armor of Shadows\n\nYou can cast *Mage Armor* on yourself without expending a spell slot.\n\n### Ascendant Step\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can cast *Levitate* on yourself without expending a spell slot.\n\n### Devil's Sight\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can see normally in Dim Light and Darkness both magical and nonmagical—within 120 feet of yourself.\n\n### Devouring Blade\n\n*Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation*\n\nThe Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.\n\n### Eldritch Mind\n\nYou have Advantage on Constitution saving throws that you make to maintain Concentration.\n\n### Eldritch Smite\n\n*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.\n\n### Eldritch Spear\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*\n\nChoose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Fiendish Vigor\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *False Life* on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.\n\n### Gaze of Two Minds\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\nWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.\n\n### Gift of the Depths\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\nYou can also cast *Water Breathing* once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.\n\n### Gift of the Protectors\n\n*Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation*\n\nA new page appears in your *Book of Shadows* when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\nWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\nAs a Magic action, you can erase a name on the page by touching it.\n\n### Investment of the Chain Master\n\n*Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation*\n\nWhen you cast *Find Familiar*, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\n**Aerial or Aquatic.** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\n**Quick Attack.** As a Bonus Action, you can command the familiar to take the Attack action.\n\n**Necrotic or Radiant Damage.** Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\n**Your Save DC.** If the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\n**Resistance.** When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.\n\n### **Lessons of the First Ones**\n\n*Prerequisite: Level 2+ Warlock*\n\nYou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see \"Feats\").\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different Origin feat.\n\n### Lifedrinker\n\n*Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation*\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).\n\n### Mask of Many Faces\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Disguise Self* without expending a spell slot.\n\n### Master of Myriad Forms\n\n*Prerequisite: Level 5+ Warlock*\n\nYou can cast *Alter Self* without expending a spell slot.\n\n### Misty Visions\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Silent Image* without expending a spell slot.\n\n### One with Shadows\n\n*Prerequisite: Level 5+ Warlock*\n\nWhile you're in an area of Dim Light or Darkness, you can cast *Invisibility* on yourself without expending a spell slot.\n\n### Otherworldly Leap\n\n*Prerequisite: Level 2+ Warlock*\n\nYou can cast *Jump* on yourself without expending a spell slot.\n\n### Pact of the Blade\n\nAs a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\nWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\nYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.\n\n### Pact of the Chain\n\nYou learn the *Find Familiar* spell and can cast it as a Magic action without expending a spell slot.\n\nWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: **Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite,** or **Venomous Snake** (see \"Monsters\" for the familiar's stat block).\n\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.\n\n### Pact of the Tome\n\nStitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This *Book of Shadows* (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\n**Cantrips and Rituals.** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\n**Spellcasting Focus.** You can use the book as a Spellcasting Focus.\n\n### Repelling Blast\n\n*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll*\n\nChoose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\n**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.\n\n### Thirsting Blade\n\n*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*\n\nYou gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.\n\n### Visions of Distant Realms\n\n*Prerequisite: Level 9+ Warlock*\n\nYou can cast *Arcane Eye* without expending a spell slot.\n\n### Whispers of the Grave\n\n*Prerequisite: Level 7+ Warlock*\n\nYou can cast *Speak with Dead* without expending a spell slot.\n\n### Witch Sight\n\n*Prerequisite: Level 15+ Warlock*\n\nYou have Truesight with a range of 30 feet.","feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_warlock_eldritch-invocations","name":"Eldritch Invocations","desc":"You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the \"Eldritch Invocation Options\" section later in this class's description.\n\n**Prerequisites.** If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.\n\n**Replacing and Gaining Invocations.** Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.\n\nWhen you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.\n\nYou can't pick the same invocation more than once unless its description says otherwise.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_eldritch-master","name":"Eldritch Master","desc":"When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Fate is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_magical-cunning","name":"Magic Cunning","desc":"You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_mystic-arcanum","name":"Mystic Arcanum","desc":"Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.\n\nYou can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.\n\nAs shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.\n\nWhenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":"level 6 spell"},{"level":13,"detail":"level 7 spell"},{"level":15,"detail":"level 8 spell"},{"level":17,"detail":"level 9 spell"}],"data_for_class_table":[]},{"key":"srd-2024_warlock_pact-magic","name":"Pact Magic","desc":"Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.\n\n**Cantrips.** You know two Warlock cantrips of your choice. *Eldritch Blast* and *Prestidigitation* are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.\n\nWhen you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.\n\n**Spell Slots.** The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.\n\nFor example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell *Charm Person*, you must spend one of those slots, and you cast it as a level 3 spell.\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 Warlock spells. *Charm Person* and *Hex* are recommended.\n\nThe number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.\n\nIf another Warlock 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 Warlock spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.\n\n**Spellcasting Ability.** Charisma is the spellcasting ability for your Warlock spells.\n\n**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_warlock_prepared-spells","name":"Prepared Spells","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"11"},{"level":13,"column_value":"12"},{"level":14,"column_value":"12"},{"level":15,"column_value":"13"},{"level":16,"column_value":"13"},{"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":"7"},{"level":7,"column_value":"8"},{"level":8,"column_value":"9"},{"level":9,"column_value":"10"}]},{"key":"srd-2024_warlock_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","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_warlock_slot-level","name":"Slot Level","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1st"},{"level":10,"column_value":"5th"},{"level":11,"column_value":"5th"},{"level":12,"column_value":"5th"},{"level":13,"column_value":"5th"},{"level":14,"column_value":"5th"},{"level":15,"column_value":"5th"},{"level":16,"column_value":"5th"},{"level":17,"column_value":"5th"},{"level":18,"column_value":"5th"},{"level":19,"column_value":"5th"},{"level":2,"column_value":"1st"},{"level":20,"column_value":"5th"},{"level":3,"column_value":"2nd"},{"level":4,"column_value":"2nd"},{"level":5,"column_value":"3rd"},{"level":6,"column_value":"3rd"},{"level":7,"column_value":"4th"},{"level":8,"column_value":"4th"},{"level":9,"column_value":"5th"}]},{"key":"srd-2024_warlock_spell-slots","name":"Spell Slots","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1"},{"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":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"2"},{"level":5,"column_value":"2"},{"level":6,"column_value":"2"},{"level":7,"column_value":"2"},{"level":8,"column_value":"2"},{"level":9,"column_value":"2"}]},{"key":"srd-2024_warlock_warlock-spell-list","name":"Warlock Spell List","desc":"This section presents the Warlock 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 Warlock Spells)\n\n|Spell|School|Special|\n|---|---|---|\n|Chill Touch|Necromancy|—|\n|Eldritch Blast|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Minor Illusion|Illusion|—|\n|Poison Spray|Necromancy|—|\n|Prestidigitation|Transmutation|—|\n|True Strike|Divination|—|\n\nTable: Level 1 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Detect Magic|Divination|C, R|\n|Expeditious Retreat|Transmutation|C|\n|Hellish Rebuke|Evocation|—|\n|Hex|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Illusory Script|Illusion|R, M|\n|Protection from Evil and Good|Abjuration|C, M|\n|Speak with Animals|Divination|R|\n|Unseen Servant|Conjuration|R|\n\nTable: Level 2 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Darkness|Evocation|C|\n|Enthrall|Enchantment|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Mind Spike|Divination|C|\n|Mirror Image|Illusion|—|\n|Misty Step|Conjuration|—|\n|Ray of Enfeeblement|Necromancy|C|\n|Spider Climb|Transmutation|C|\n|Suggestion|Enchantment|C|\n\nTable: Level 3 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Counterspell|Abjuration|—|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Fly|Transmutation|C|\n|Gaseous Form|Transmutation|C|\n|Hypnotic Pattern|Illusion|C|\n|Magic Circle|Abjuration|M|\n|Major Image|Illusion|C|\n|Remove Curse|Abjuration|—|\n|Tongues|Divination|—|\n|Vampiric Touch|Necromancy|C|\n\nTable: Level 4 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Banishment|Abjuration|C|\n|Blight|Necromancy|—|\n|Charm Monster|Enchantment|—|\n|Dimension Door|Conjuration|—|\n|Hallucinatory Terrain|Illusion|—|\n\nTable: Level 5 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Contact Other Plane|Divination|R|\n|Dream|Illusion|—|\n|Hold Monster|Enchantment|C|\n|Mislead|Illusion|C|\n|Planar Binding|Abjuration|M|\n|Scrying|Divination|C, M|\n|Teleportation Circle|Conjuration|M|\n\nTable: Level 6 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Circle of Death|Necromancy|M|\n|Create Undead|Necromancy|M|\n|Eyebite|Necromancy|C|\n|True Seeing|Divination|M|\n\nTable: Level 7 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Etherealness|Conjuration|—|\n|Finger of Death|Necromancy|—|\n|Forcecage|Evocation|C, M|\n|Plane Shift|Conjuration|M|\n\nTable: Level 8 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Befuddlement|Enchantment|—|\n|Demiplane|Conjuration|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Power Word Stun|Enchantment|—|\n\nTable: Level 9 Warlock Spells\n\n|Spell|School|Special|\n|---|---|---|\n|Astral Projection|Necromancy|M|\n|Foresight|Divination|—|\n|Gate|Conjuration|C, M|\n|Imprisonment|Abjuration|M|\n|Power Word Kill|Enchantment|—|\n|True Polymorph|Transmutation|C|\n|Weird|Illusion|C|","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_warlock_warlock-subclass","name":"Warlock Subclass","desc":"You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Warlock level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per warlock level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Wisdom"}],"subclass_of":null,"name":"Warlock","desc":"","hit_dice":"D8","caster_type":"PACT","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_barbarian","features":[{"key":"srd_barbarian_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_brutal-critical","name":"Brutal Critical","desc":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"2 dice"},{"level":17,"detail":"3 dice"},{"level":9,"detail":"1 dice"}],"data_for_class_table":[]},{"key":"srd_barbarian_danger-sense","name":"Danger Sense","desc":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a greataxe or (*b*) any martial melee weapon\r\n* (*a*) two handaxes or (*b*) any simple weapon\r\n* An explorer’s pack and four javelins","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_barbarian_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_fast-movement","name":"Fast Movement","desc":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_feral-instinct","name":"Feral Instinct","desc":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_indomitable-might","name":"Indomitable Might","desc":"Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_persistent-rage","name":"Persistent Rage","desc":"Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_primal-champion","name":"Primal Champion","desc":"At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_primal-path","name":"Primal Path","desc":"At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_barbarian_rage","name":"Rage","desc":"In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\r\n* You have advantage on Strength checks and Strength saving throws.\r\n* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.\r\n* You have resistance to bludgeoning, piercing, and slashing damage. \r\n\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+4"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"}]},{"key":"srd_barbarian_rages","name":"Rages","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"2"},{"level":20,"column_value":"Unlimited"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_barbarian_reckless-attack","name":"Reckless Attack","desc":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_relentless-rage","name":"Relentless Rage","desc":"Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n\r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_fighter","features":[{"key":"srd_fighter_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":14,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":6,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_fighter_action-surge","name":"Action Surge","desc":"Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":"two uses"},{"level":2,"detail":"one use"}],"data_for_class_table":[]},{"key":"srd_fighter_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows\r\n* (*a*) a martial weapon and a shield or (*b*) two martial weapons\r\n* (*a*) a light crossbow and 20 bolts or (*b*) two handaxes\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_fighter_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":"2"},{"level":20,"detail":"3"},{"level":5,"detail":"1"}],"data_for_class_table":[]},{"key":"srd_fighter_fighting-style","name":"Fighting Style","desc":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n###Archery\r\n\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n###Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n###Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n###Great Weapon Fighting\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n###Protection\r\n\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n###Two-Weapon Fighting\r\n\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_fighter_indomitable","name":"Indomitable","desc":"Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"two uses"},{"level":17,"detail":"three uses"},{"level":9,"detail":"one use"}],"data_for_class_table":[]},{"key":"srd_fighter_martial-archetype","name":"Martial Archetype","desc":"At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_fighter_proficiencies","name":"Proficiencies","desc":"**Armor:** All armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Constitution\r\n**Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_fighter_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_fighter_second-wind","name":"Second Wind","desc":"You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Fighter level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per fighter level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Fighter","desc":"","hit_dice":"D10","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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.","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]","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","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.","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.","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]","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]","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]","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]","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]","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]","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]","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]","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]","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]","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.","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.","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]","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.","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]","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","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":"srd-2024_barbarian","features":[{"key":"srd-2024_barbarian_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_barbarian-subclass","name":"Barbarian Subclass","desc":"You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_brutal-strike","name":"Brutal Strike","desc":"If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.\n\n**Forceful Blow.** The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.\n\n**Hamstring Blow.** The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time the most recent one.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_core-traits","name":"Core Barbarian Traits","desc":"|||\n|---|---|\n|Primary Ability|Strength|\n|Hit Point Die|D12 per Barbarian level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light and Medium armor and Shields|\n|Starting Equipment|Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_barbarian_danger-sense","name":"Danger Sense","desc":"You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_fast-movement","name":"Fast Movement","desc":"Your speed increases by 10 feet while you aren't wearing Heavy armor.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_feral-instinct","name":"Feral Instinct","desc":"Your instincts are so honed that you have Advantage on Initiative rolls.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_improved-brutal-strike","name":"Improved Brutal Strike","desc":"You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.\n\n**Staggering Blow.** The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.\n\n**Sundering Blow.** Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_improved-brutal-strike-enhanced","name":"Improved Brutal Strike (Enhanced)","desc":"The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_indomitable-might","name":"Indomitable Might","desc":"If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_instinctive-pounce","name":"Instinctive Pounce","desc":"As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_persistent-rage","name":"Persistent Rage","desc":"When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.\n\nIn addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_primal-champion","name":"Primal Champion","desc":"You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_primal-knowledge","name":"Primal Knowledge","desc":"You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.\n\nIn addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_barbarian_rage","name":"Rage","desc":"You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.\n\nYou can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhile active, your Rage follows the rules below. *Damage Resistance.* You have Resistance to Bludgeoning, Piercing, and Slashing damage.\n\n**Rage Damage.** When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.\n\n**Strength Advantage.** You have Advantage on Strength checks and Strength saving throws.\n\n**No Concentration or Spells.** You can't maintain Concentration, and you can't cast spells.\n\n**Duration.** The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:\n- Make an attack roll against an enemy.\n- Force an enemy to make a saving throw.\n- Take a Bonus Action to extend your Rage.\n\nEach time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_rage-damage","name":"Rage Damage","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+3"},{"level":11,"column_value":"+3"},{"level":12,"column_value":"+3"},{"level":13,"column_value":"+3"},{"level":14,"column_value":"+3"},{"level":15,"column_value":"+3"},{"level":16,"column_value":"+4"},{"level":17,"column_value":"+4"},{"level":18,"column_value":"+4"},{"level":19,"column_value":"+4"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+4"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+2"},{"level":6,"column_value":"+2"},{"level":7,"column_value":"+2"},{"level":8,"column_value":"+2"},{"level":9,"column_value":"+3"}]},{"key":"srd-2024_barbarian_rages","name":"Rages","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"5"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"2"},{"level":20,"column_value":"6"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_barbarian_reckless-attack","name":"Reckless Attack","desc":"You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_relentless-rage","name":"Relentless Rage","desc":"Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.\n\nEach time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_unarmored-defense","name":"Unarmored Defense","desc":"While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_barbarian_weapon-mastery-count","name":"Weapon Mastery","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]}],"hit_points":{"hit_dice":"D12","hit_dice_name":"1D12 per Barbarian level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1D12 (or 7) + your Constitution modifier per barbarian level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Constitution"},{"name":"Strength"}],"subclass_of":null,"name":"Barbarian","desc":"","hit_dice":"D12","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-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.","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.","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]","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|","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.","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|","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.","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.","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.","feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_sorcerer_prepared-spells","name":"Prepared Spells","desc":"[Column data]","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 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data]","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]","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]","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]","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]","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]","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|—|","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.","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.","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.","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]","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.","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":"a5e_marshal","features":[{"key":"a5e_marshal_proficiency-bonus","name":"Proficiency Bonus","desc":"","feature_type":"PROFICIENCY_BONUS","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"a5e_marshal_commanding-presence-range","name":"Commanding Presence","desc":"","feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"10 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feet"}]},{"key":"a5e_marshal_follower-count","name":"Followers","desc":"","feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"4"},{"level":5,"column_value":"1"},{"level":6,"column_value":"1"},{"level":7,"column_value":"1"},{"level":8,"column_value":"1"},{"level":9,"column_value":"1"}]},{"key":"a5e_marshal_maneuvers-known","name":"Maneuvers Known","desc":"","feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"6"},{"level":11,"column_value":"7"},{"level":12,"column_value":"7"},{"level":13,"column_value":"8"},{"level":14,"column_value":"8"},{"level":15,"column_value":"9"},{"level":16,"column_value":"9"},{"level":17,"column_value":"10"},{"level":18,"column_value":"10"},{"level":19,"column_value":"11"},{"level":2,"column_value":"2"},{"level":20,"column_value":"11"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"}]},{"key":"a5e_marshal_maneuver-degree","name":"Maneuver Degree","desc":"","feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"3rd"},{"level":11,"column_value":"3rd"},{"level":12,"column_value":"4th"},{"level":13,"column_value":"4th"},{"level":14,"column_value":"4th"},{"level":15,"column_value":"4th"},{"level":16,"column_value":"5th"},{"level":17,"column_value":"5th"},{"level":18,"column_value":"5th"},{"level":19,"column_value":"5th"},{"level":2,"column_value":"1st"},{"level":20,"column_value":"5th"},{"level":3,"column_value":"1st"},{"level":4,"column_value":"2nd"},{"level":5,"column_value":"2nd"},{"level":6,"column_value":"2nd"},{"level":7,"column_value":"2nd"},{"level":8,"column_value":"3rd"},{"level":9,"column_value":"3rd"}]},{"key":"a5e_marshal_lessons-known","name":"Lessons Known","desc":"","feature_type":"CLASS_TABLE_DATA","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"5"},{"level":19,"column_value":"5"},{"level":2,"column_value":"1"},{"level":20,"column_value":"5"},{"level":3,"column_value":"1"},{"level":4,"column_value":"1"},{"level":5,"column_value":"1"},{"level":6,"column_value":"2"},{"level":7,"column_value":"2"},{"level":8,"column_value":"2"},{"level":9,"column_value":"2"}]},{"key":"a5e_marshal_ability-score-improvement","name":"Ability Score Improvement","desc":"At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1, to a maximum of 20.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, heavy armor, shields\n**Weapons:** Simple weapons, martial weapons\n**Tools:** None\n**Saving Throws:** Wisdom, Charisma\n**Skills:** Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"a5e_marshal_starting-equipment","name":"Equipment","desc":"You begin the game with 200 gp. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.\n\n- **Skirmisher’s Set (Cost 193 gp):** 6 javelins, longsword, hauberk, light shield, explorer's pack\n- **Soldier's Set (Cost 111 gp):** Battleaxe, scimitar, 2 spears,longbow and quiver with 20 arrows, padded leather, dungeoneer's pack","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"a5e_marshal_commanding-presence","name":"Commanding Presence","desc":"Starting at 1st level, you have a Commanding Presence that extends from you in a 10-foot radius.\n\nWhen you take the Attack action, you can forgo making one attack to allow a creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.\n\nThe radius of your Commanding Presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_rallying-surge","name":"Rallying Surge","desc":"Also starting at 1st level, you can use a bonus action to choose a creature within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again\n\nYou can target two creatures simultaneously with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_combat-maneuvers","name":"Combat Maneuvers","desc":"At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.\n\nYou gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.\n\nAdditionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_lessons-of-war","name":"Lessons of War","desc":"Also at 2nd level, you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_marshal-archetype","name":"Marshal Archetype","desc":"At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_mark-foe","name":"Mark Foe","desc":"Also at 3rd level, you can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_combat-directives","name":"Combat Directives","desc":"Starting at 5th level, you learn one combat maneuver from the Sanguine Knot tradition. The degree of this maneuver can't be higher than the highest-degree maneuver you can learn. This combat maneuver does not count against the number of combat maneuvers that you know.\n\nIn addition, when a creature makes an attack granted by your Commanding Presence, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it can't benefit from Combat Directives again until it finishes a rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_extra-attack","name":"Extra Attack","desc":"Starting at 5th level, when you take the Attack action on your turn, you can attack twice instead of once. At 11th level, you can attack three times instead of once.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":"two attacks"},{"level":11,"detail":"three attacks"}],"data_for_class_table":[]},{"key":"a5e_marshal_followers","name":"Followers","desc":"At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower, or one of your followers becomes more experienced. If one of your followers dies, after 1 month you receive word that their replacement is ready to join you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_call-to-arms","name":"Call to Arms","desc":"Beginning at 6th level, when you roll initiative, you and each creature you choose within your Commanding Presence gains anexpertise die to their initiative roll.\n\nAdditionally, when you roll for initiative, you can switch your result with that of any ally you can see.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_marshal-renown","name":"Marshal Renown","desc":"At 6th level, you add half your proficiency bonus to your Prestige rating.\n\nIn addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement, people treat you accordingly. At the Narrator's discretion, there may be settlements (such as an enemy's war camp) where you can't utilize this feature. Choose one of the following:\n\n## Famous\nWhen you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make\n\n## Infamous\nWhen you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local, they rapidly tell you whatever details they think you might want to know. In addition, you gain an expertise die on Intimidation checks.\n\n## Maverick\nWhen you arrive in a settlement, after you reveal who you are, the local watch starts keeping an eye on you. Heads of illegal organizations might introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you're up to no good and are quick to leave their posts to follow you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_versatile-exploration","name":"Versatile Exploration","desc":"Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_spur-ally","name":"Spur Ally","desc":"Beginning at 9th level, once per long rest, when a creature you can see that can hear or see you fails an ability check or saving throw, you can use your reaction to allow them to reroll the triggering ability check or saving throw.\n\nStarting at 13th level, you regain use of this feature after finishing a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_expanded-directives","name":"Expanded Directives","desc":"Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.\n\nAt 15th level, choose a second tradition that you know combat maneuvers from.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_rouse-the-troops","name":"Rouse the Troops","desc":"Also starting at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each creature of your choice that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest. In addition, each creature spends at least one Hit Die in this way can remove one level of fatigue or strife it is currently suffering. Once a creature has removed a level of fatigue or strife in this way, it can't do so again until it finishes a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_commanding-demeanor","name":"Commanding Demeanor","desc":"Starting at 12th level, the lessons you've learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:\n\n## Calm\nWhen you first meet an NPC, you can choose to remain silent and communicate through nonverbal cues. So long as the NPC has a CR lower than your level, you remain silent for 1 minute, and the NPC stays within sight of you for the duration, they act as if you succeeded on an Intimidation check.\n\nIn addition, you gain an expertise die on Insight checks.\n\n## Resolute\nWhenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.\n\n## Responsive\nWhen you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don't. In addition, you gain an expertise die on Persuasion checks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_dauntless","name":"Dauntless","desc":"Starting at 13th level, you and creatures you choose have advantage on saving throws against the charmed or frightened conditions while within your Commanding Presence.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_stronghold","name":"Stronghold","desc":"Also at 13th level, you gain an average, grade 4 stronghold (castle, house, or training hall). Unlike normal strongholds, you can't sell this stronghold","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_advantageous-action","name":"Advantageous Action","desc":"Starting at 14th level, you can use the Help action as a bonus action. In addition, when you take the Help action, choose one of the following effects:\n\n- One frightened creature within 30 feet that can hear or see you is no longer frightened.\n- One creature within 5 feet gains temporary hit points equal to your Charisma modifier (minimum 1).\n- You touch a living creature that has 0 hit points. The creature regains 1 hit point.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_greater-stronghold","name":"Greater Stronghold","desc":"At 16th level, your stronghold is upgraded to grade 5.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":16,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_critical-weakness","name":"Critical Weakness","desc":"Beginning at 17th level, you can focus your mind to identify any enemy's weaknesses. Once per rest, you can use a bonus action to choose one creature you can see within 60 feet and expose a flaw in its defenses. Until the end of your next turn, any creature that can hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_impresive-reputation","name":"Impressive Reputation","desc":"Starting at 18th level, you choose one of the following:\n\n## Hero\nNobles and royalty treat you as an equal, granting you free food, lodging, and a place in their court for a number of days up to your marshal level.\n\n## Iconoclast\nWhenever you arrive in a settlement, you are visited by 1d4+1 bards, scholars, and sages who ask you to recount your recent exploits. In exchange, they each either share a piece of information they think might be relevant to your current quest or make an Intelligence, Wisdom, or Charisma check (with a +5 bonus) to answer a specific question on your behalf.\n\n## Slaughterer\nBandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_legendary-commander","name":"Legendary Commander","desc":"At 20th level, creatures within your Commanding Presence add your Charisma modifier (minimum 1) to saving throws. Additionally, choose one of the following:\n\n## Commander's Expertise\nWhenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.\n\n## Feedback Loop\nWhenever a creature uses your Commanding Presence and successfully hits a target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.\n\n## Rapid Deployment\nAfter initiative is rolled and until combat ends, your Speed increases by 20 feet, and creatures you choose that can see or hear you increase their Speed by 20 feet.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_supreme-stronghold","name":"Supreme Stronghold","desc":"Also at 20th level, your stronghold is upgraded to grade 6.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"a5e_marshal_lessons-of-war-list","name":"Lessons of War","desc":"When you gain access to a new lesson of war, choose one of the following.\n\n### Exacting\nYou gain proficiency with navigator's tools, or if you're already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator's tools check to travel an additional number of miles equal to your proficiency bonus.\n\n### Keep Walking\nOnce between long rests, you can choose a number of allies equal to twice your proficiency bonus who can hear or see you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.\n\n### Lay of the Land\nBy spending 10 minutes observing the area in a 2-mile radius, you can spend 2 exertion points to pick out where there are choke points, large swaths of cover, watercourses, vegetation that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, as well as on checks made to prepare an ambush or realize you are being ambushed.\n\n### Rewarding Repute\nWhenever you visit a settlement, the commoners there tell you all the valuable information they can about their home, including the history of nearby ruins, the general features of the immediate wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.\n\n### Soldier Kitting\nYou and a number of creatures equal to your proficiency bonus can carry one additional bulky item.\n\n### Team Tactics\nWhen more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.\n\n### Teamwork\nWhen you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you can't do so again until you finish a long rest.","feature_type":"CLASS_FEATURE_OPTION_LIST","gained_at":[],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Marshal level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per marshal level after 1st"},"document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"saving_throws":[{"name":"Constitution"},{"name":"Wisdom"}],"subclass_of":null,"name":"Marshal","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"bfrd_mechanist","features":[{"key":"bfrd_mechanist_eyes-of-the-maker","name":"Eyes of the Maker","desc":"When you touch a magic item or some other magic-imbued object, you learn its properties and how to use it, whether it requires attunement to use, and how many charges it has (if any). You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_shard-of-creation","name":"Shard of Creation","desc":"You learn how to craft a shard of creation, which is a Tiny magical object with many uses that appears on your person. In its base state, the shard appears as a constantly shifting, fluid-like bundle of plasma.\n\nThe shard vanishes instantly if you are slain or if it is not in your possession for more than 24 consecutive hours. If the shard is destroyed or you lose it, you can perform a 1-hour ritual to create a replacement. This ritual can be performed as part of a short or long rest.\n\nThe shard has a number of charges equal to your INT modifier (minimum of 1), and you regain all expended charges when you finish a long rest. Charges can be spent to activate the following properties.\n\n**Inspire**. When you make an ability check while touching the shard (regardless of its current form), you can spend 1 charge to roll a d6 and add the number rolled to your check result.\n\n**Transform**. While touching the shard, you can use an action to transform it into any type of nonmagical weapon or shield or into any object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created can’t be more than 20 × your mechanist level.\n\nA transformed shard remains in its new form until you die, use an action to return it to its original state, or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard can’t be passed off as a typical item for purposes of buying and selling.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_augment","name":"Augment","desc":"You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest).\n\nYou gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the **Mechanist Progression** table.\n\nWhen you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses.\n\nUnless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect don’t stack.\n\nThe maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the **Mechanist Progression** table. If you try to exceed your maximum, you must choose an ongoing effect to end.\n\nYou can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible—if not, the effect immediately ends.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_efficient-action","name":"Efficient Action","desc":"Your mechanical expertise allows you to use items more efficiently in the chaos of battle. You can use a bonus action to take the Use an Object action or to perform a weapon option.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_mechanist-subclass","name":"Mechanist Subclass","desc":"Choose a subclass that reflects your relationship to your craft, either Metallurgist or Spellwright. Your choice grants you features at 3rd, 7th, 11th, and 15th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_improvement","name":"Improvement","desc":"Choose one of the following improvements (ability scores can’t be raised above 20 with this feature):\n\n- Increase a single ability score by 2.\n- Increase two different ability scores by 1 each.\n Increase one ability score by 1 and select a talent from either the martial or the technical talents list.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null},{"level":8,"detail":null},{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_multiattack","name":"Multiattack","desc":"Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_rapid-augment","name":"Rapid Augment","desc":"You can now use your Augment feature more rapidly. As a bonus action, you can touch an item and imbue it with a known augment effect of your choice. You remain bound by all other restrictions of the Augment feature, including number of items.\n\nYou can use your Rapid Augment feature a number of times equal to your INT modifier and regain all expended uses when you finish a long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_greater-creation","name":"Greater Creation","desc":"Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**.Your bonus to ability checks is now 1d8 (instead of 1d6).\n\n**Transform**. You can now transform the shard into any Large or smaller tool or nonmagical object. All other restrictions still apply, including the limit on the gold piece value.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_heroic-boon","name":"Heroic Boon","desc":"Your commitment to the mechanist’s path grants you a powerful new ability. Choose one of the following heroic boons:\n\n- **Curse of Unmaking**. As an action, you can make a melee spell attack using your augment attack modifier (see **Augment Effects**) against a creature or item within reach. On a successful hit, the target becomes cursed so that it is vulnerable to all damage. If the target is a creature, it can attempt a CON save against your augment save DC (see **Augment Effects**) each time it takes a new instance of damage, ending the curse on a success. Once you use this feature, you must finish a long rest before you can use it again.\n**Mend the Broken**. As an action, you touch a creature or item and cause it to magically regain a number of hit points equal to 5 × your mechanist level. This effect also repairs any catastrophic damage suffered by the target, such as lost limbs, missing parts, or other harm that would ordinarily be irreparable. If the item doesn’t have a hit point total, your touch restores it to working order as best it can with the pieces available. This feature can’t restore expended charges on magic items or restore magical properties to nonmagical items that were once magical. Once you use this feature, you must finish a long rest before you can use it again.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_engineers-insight","name":"Engineer's Insight","desc":"As long as you have at least 1 minute of uninterrupted focus on a task, when you make an ability check, treat any d20 roll of 9 or lower as though you rolled a 10.\n\nNormal activity like moving doesn’t interrupt focus, but attacking, taking damage, or participating in anything that requires initiative order does interrupt focus.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_ranged-augment","name":"Ranged Augment","desc":"You can now use your Rapid Augment feature on items you can see within 60 feet of you. (You no longer need to touch them.)\n\nIn addition, if an effect from your Augment feature would typically require you to touch the item to activate its properties, you no longer need to do so as long as the item is within 60 feet of you. You don’t need to see the item to activate its properties in this way.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_always-prepared","name":"Always Prepared","desc":"When you would take damage from an attack, you can use a reaction to take the Use an Object action.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":17,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_perfect-creation","name":"Perfect Creation","desc":"Your growing insight into the nature of reality allows you greater control over your Shard of Creation feature. You receive the following enhancements to its given properties.\n\n**Inspire**. Your bonus to ability checks is now 1d10 (instead of 1d8).\n\n**Transform**. You can now transform the shard into any item— including structures and vehicles—of Huge size or smaller. You are no longer bound by any cost restrictions when choosing a form.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_epic-boon","name":"Epic Boon","desc":"Your commitment to the mechanist’s path grants you a powerful new ability. You gain the following epic boon:\n\n- **Creative Engine**. You gain a +1 bonus to your saves for each effect from your Augment feature currently active on items within 60 feet of you. If you fail a save while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to succeed on the save instead.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"bfrd_mechanist_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"bfrd_mechanist_augment-effects-known","name":"Augment Effects Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"6"},{"level":11,"column_value":"6"},{"level":12,"column_value":"7"},{"level":13,"column_value":"7"},{"level":14,"column_value":"7"},{"level":15,"column_value":"8"},{"level":16,"column_value":"8"},{"level":17,"column_value":"8"},{"level":18,"column_value":"9"},{"level":19,"column_value":"9"},{"level":2,"column_value":"2"},{"level":20,"column_value":"9"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"5"},{"level":8,"column_value":"5"},{"level":9,"column_value":"6"}]},{"key":"bfrd_mechanist_augmented-items","name":"Augment Effects Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"6"},{"level":14,"column_value":"6"},{"level":15,"column_value":"6"},{"level":16,"column_value":"6"},{"level":17,"column_value":"7"},{"level":18,"column_value":"7"},{"level":19,"column_value":"7"},{"level":2,"column_value":"3"},{"level":20,"column_value":"7"},{"level":3,"column_value":"3"},{"level":4,"column_value":"3"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"5"}]},{"key":"bfrd_mechanist_equipment","name":"Starting Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\n\n- **(a)** a martial weapon and a shield or **(b)** two simple weapons\n- Light crossbow and 20 bolts\n- **(a)** scale mail or **(b)** leather armor\n- Tinker tools and a dungeoneer’s pack","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_mechanist_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor, medium armor, shields\n\n**Weapons:** Simple weapons, martial weapons\n\n**Tools:** Tinker tools and two additional tools your choice\n\n**Saving Throws:** CON, INT\n\n**Skills:** Choose two from Arcana, History, Investigation, Perception, and Sleight of Hand","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"bfrd_mechanist_augmentation-effects","name":"Augmentation Effects","desc":"This section lists the effects available for mechanists to learn and use with their Augment feature. Each option lists the type of item required for the effect to function and provides a description of how the effect works. Any effects that require an action to activate their properties can be activated with the Use an Object action.\n\nSome effects require you to make an attack roll or require your target to make a save. The attack bonus and save DC for these is calculated as follows:\n\n**Augment save DC** = 8 + your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n**Augment attack modifier** = your proficiency bonus (PB) + your Intelligence (INT) modifier\n\n### Adhesive\n\n*Item Requirement: Large or Smaller Equipment or Object that Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to stick to surfaces. While the item is within 30 feet of you, you can use an action to speak a command word and affix the item to a solid surface it is touching. The chosen surface can’t be part of a creature.\n\nWhile affixed, the item can support up to 1,000 pounds of weight. If additional weight is added, the item detaches from the surface (falling or moving as appropriate).\n\nA creature can spend an action to attempt to remove the affixed item with a STR (Athletics) check. The DC for this check equals 8 + your PB + your INT modifier. If a creature succeeds on this check, the item detaches from the surface.\n\nIf the item isn’t forcefully detached, it remains attached for 24 hours or until you use an action to detach it. If the item is detached by any means, its adhesive properties can’t be activated again until you finish a long rest.\n\n### Collapsible\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to become smaller. While you touch the item, you can use an action to reduce its size. When you do so, the target is halved in all dimensions, its weight is reduced to 1/8 of normal, and it decreases its size category by one, such as from Medium to Small. The target’s size can’t be reduced further by multiple uses of this feature. As an action, you can touch the target and cause it to return to its original size.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items that meet the other requirements.\n\n### Detecting\n\n*Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment or Object with a Transparent Surface*\n\nYou imbue an item with magical capabilities to enhance perception. While you touch the item, you can use an action to activate one of the listed effects. You must equip, wear, or actively look through the augmented item to gain the benefit of the chosen effect:\n\n- **Darkvision**. You gain darkvision out to a range of 30 feet.\n- **Invisi-Vision**. You can see invisible creatures and items as if they were visible. You are also aware of any creatures within 30 feet of you or if any creatures come within 30 feet of you, regardless of lighting conditions.\n- **Magic Vision**. You gain the benefits of the detect magic spell within 30 feet of you.\n- **X-Ray Vision**. You gain the ability to see through solid material within 30 feet of you. To you, solid items within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block your vision, as does a thin sheet of lead.\n\nWhile the augmented item is activated, you can use an action to deactivate it or switch the type of vision the item bestows. You can keep the item activated for up to 1 minute, all at once or in several shorter spans, each one using a minimum of 6 seconds (1 round) from the duration. The effect fully recharges when you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the range of all vision effects increases to 60 feet.\n\n### Empowered\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with offensive power. The weapon gains a +1 bonus to attack and damage rolls. If it wasn’t already magical, it is now. If it was already magical, this bonus stacks with any existing bonuses.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the attack and damage bonus increases to +2. At 15th level, it becomes +3.\n\n### Illusive\n\n*Item Requirement: Large or Smaller Item*\n\nYou imbue an item with the ability to mask its true appearance. While you touch the target, you can use an action to cause the item to appear as a different item of the same size and general composition. You can’t use this feature to change a target’s overall nature. For instance, a vehicle must always appear as another kind of vehicle, and equipment must appear as some other kind of equipment. Otherwise, the extent of the illusion is up to you.\n\nThe change in appearance doesn't hold up to physical inspection. For example, if you use this effect to make a sharpened sword seem dull, anyone who touched the blade would be harmed as if they touched a fine-edged blade.\n\nTo discern whether an item is disguised, a creature can use its action to inspect the item and must succeed on an INT (Investigation) check against your augment save DC.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect Huge or smaller items.\n\n### Loading\n\n*Item Requirement: Weapon with the Ammunition Property*\n\nYou imbue an item with the ability to conjure magic ammunition. When you wield the weapon, an appropriate piece of ammunition magically appears in place as you attack. Any damage dealt by this ammunition is considered magical.\n\nIf you use this effect on a weapon with the Loading property, you don’t need to spend any time reloading the weapon.\n\n### Phosphorescent\n\n*Item Requirement: Small or Smaller Item that Can Be Worn or Held*\n\nYou imbue an item with the ability to glow. While the item is on your person, you can use an action to cause the item to emit bright light in a 20-foot radius and dim light for an additional 20 feet. When you first activate the item, you can choose whether this light shines normally or whether it can only be seen by a number of creatures of your choice within 30 feet of you. The maximum number of creatures you can include equals your INT modifier. The light can be any color you choose\n\nYou can cause the item to stop emitting light at any time (no action required).\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the radius increases to bright light in a 30-foot radius and dim light for an additional 30 feet. You can choose for the bright light to be sunlight.\n\n### Propulsive\n\n*Item Requirement: Armor (not Shields) or Small or Smaller Object that Can Be Worn*\n\nYou imbue an item with the ability to increase the wearer’s speed. While wearing the augmented item, your base movement speed is increased by 5 feet.\n\nIn addition, while you wear the item, you can use an action to move vertically up to 10 feet and remain suspended there for up to 1 minute. You can repeat this action on subsequent turns, rising up to an additional 10 feet each time you do so.\n\nWhile suspended, you can move only by pushing or pulling against a fixed item or surface within reach (such as a wall or ceiling), which allows you to move as if you were climbing. When this effect ends or you choose to end it (no action required), you float gently to the ground if you are still aloft, and you can’t activate this Augment effect again until you finish a long rest.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the movement speed bonus increases to 10 feet. At 15th level, it becomes 20 feet.\n\n### Protean\n\n*Item Requirement: Weapon*\n\nYou imbue a weapon with the ability to change its damage type. When you successfully deal damage with the augmented weapon, you can replace the weapon’s damage type with another type of your choice. Damage altered in this way is always considered magical for purposes of overcoming resistances and immunities.\n\nYou can use this augment effect a number of times equal to your PB and regain all expended uses when you finish a long rest.\n\n### Reactive\n\n*Item Requirement: Large or Smaller Item that Isn’t Being Worn, Held, or Fixed in Place*\n\nYou imbue an item with the ability to detect specific triggers and react in one of several ways. While you touch the item, you can use an action to set or change the item’s trigger and reaction.\n\nYou can set the item to trigger when a creature you specify comes within 30 feet of it. This can be a specific creature you have met, such as “Jon the messenger,” a general visual description, such as “anyone wearing a city watch uniform,” or a creature type, such as “Celestials.” Your GM has final say on what is reasonable for a trigger.\n\nWhen triggered, you instantly become mentally aware that the item has been triggered, and the item can react in one of the following ways. At your GM’s discretion, an item might be able to react in other comparable ways:\n\n**Recording**. The item begins to record everything it can “see” and “hear” within 60 feet of it for the next hour, perceiving as a creature with typical vision or hearing could. After 1 hour, the item ceases to record new information and stores the recording until the item is no longer augmented or until you use an action to set a new trigger or reaction. While a recording is stored, you or any creature of your choosing can touch the item to mentally see and hear anything contained in the recording.\n\n**Sound**. The item emits a sound for up to 1 minute that can be heard to a range of 60 feet (you choose quality and range), such as the sound of ringing bells or a set of bird calls. Alternatively, you can cause it to emit a pre- determined message of 25 words or less in your own voice.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, the item can react when a specified creature comes within 60 feet of it.\n\n### Reinforced\n\n*Item Requirement: Item with Hit Points*\n\nYou fortify an item. The target’s hit points and hit point maximum increase by an amount equal to 5 × your mechanist level. If the item is destroyed while this effect is active, the effect ends\n\n### Returning\n\n*Target: Equipment or Object that Can Fit in the Hand and Isn’t Being Worn or Held*\n\nYou imbue an item with the ability to return to your hand. While the augmented item is within 60 feet, you can cause it to instantly teleport into your hand (no action required). You must have at least one hand free for this ability to function.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, you can affect an item up to 120 feet away from you. At 15th level, you can affect an item anywhere on the same plane as you.\n\n### Repellant\n\n*Item Requirement: Shield*\n\nYou imbue an item with the ability to repel attackers. When a Large or smaller creature hits you with a melee attack, you can use your reaction to force the target to make a STR save against your augment save DC. On a failure, the creature is pushed 15 feet away from you. If the creature encounters a solid surface (like a wall) before moving the full amount, it takes 1d6 bludgeoning for each 10-foot increment it moved.\n\n**At Higher Levels**. Once you reach 9th level in the mechanist class, a target that fails its save is pushed 30 feet away from you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Mechanist level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per mechanist level after 1st"},"document":{"name":"Black Flag SRD","key":"bfrd","type":"SOURCE","display_name":"Black Flag SRD","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/black-flag-reference-document/"},"saving_throws":[{"name":"Constitution"},{"name":"Intelligence"}],"subclass_of":null,"name":"Mechanist","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_bard","features":[{"key":"srd_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bard-college","name":"Bard College","desc":"At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":"d6"},{"level":10,"detail":"d10"},{"level":15,"detail":"d12"},{"level":5,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_cantrips-known","name":"Cantrips Known","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_countercharm","name":"Countercharm","desc":"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon\r\n* (*a*) a diplomat’s pack or (*b*) an entertainer’s pack\r\n* (*a*) a lute or (*b*) any other musical instrument\r\n* Leather armor and a dagger","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_expertise","name":"Expertise","desc":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_font-of-inspiration","name":"Font of Inspiration","desc":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_magical-secrets","name":"Magical Secrets","desc":"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any class at 14th level and again at 18th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null},{"level":14,"detail":null},{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_proficiencies","name":"Proficiencies","desc":"**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Three musical instruments of your choice\r\n**Saving Throws:** Dexterity, Charisma\r\n**Skills:** Choose any three","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_bard_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd_bard_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":4,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd_bard_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd_bard_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd_bard_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd_bard_song-of-rest","name":"Song of Rest","desc":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":"d10"},{"level":17,"detail":"d12"},{"level":2,"detail":"d6"},{"level":9,"detail":"d8"}],"data_for_class_table":[]},{"key":"srd_bard_spellcasting","name":"Spellcasting","desc":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.\r\n\r\nYour spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n###Cantrips\r\n\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n###Spell Slots\r\n\r\nThe Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.\r\n\r\n###Spells Known of 1st Level and Higher\r\n\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\r\n\r\n###Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n\r\n*Spell save DC* = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n*Spell attack modifier* = your proficiency bonus + your Charisma modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_bard_spells-known","name":"Spells Known","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"14"},{"level":11,"column_value":"15"},{"level":12,"column_value":"15"},{"level":13,"column_value":"16"},{"level":14,"column_value":"18"},{"level":15,"column_value":"19"},{"level":16,"column_value":"19"},{"level":17,"column_value":"20"},{"level":18,"column_value":"22"},{"level":19,"column_value":"22"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"8"},{"level":6,"column_value":"9"},{"level":7,"column_value":"10"},{"level":8,"column_value":"11"},{"level":9,"column_value":"12"}]},{"key":"srd_bard_superior-inspiration","name":"Superior Inspiration","desc":"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd_monk","features":[{"key":"srd_monk_ability-score-improvement","name":"Ability Score Improvement","desc":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":19,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_deflect-missiles","name":"Deflect Missiles","desc":"Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.\r\n\r\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_diamond-soul","name":"Diamond Soul","desc":"Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.\r\n\r\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_empty-body","name":"Empty Body","desc":"Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\r\n\r\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_equipment","name":"Equipment","desc":"You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a shortsword or (*b*) any simple weapon\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* 10 darts","feature_type":"STARTING_EQUIPMENT","gained_at":[],"data_for_class_table":[]},{"key":"srd_monk_evasion","name":"Evasion","desc":"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_extra-attack","name":"Extra Attack","desc":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_ki","name":"Ki","desc":"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\r\n\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\r\n\r\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.\r\n\r\nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:\r\n\r\n*Ki save DC* = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n### Flurry of Blows\r\n\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \r\n\r\n### Patient Defense\r\n\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.\r\n\r\n### Step of the Wind\r\n\r\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_ki-empowered-strikes","name":"Ki-Empowered Strikes","desc":"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_ki-points","name":"Ki Points","desc":"[Column data]","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"14"},{"level":15,"column_value":"15"},{"level":16,"column_value":"16"},{"level":17,"column_value":"17"},{"level":18,"column_value":"18"},{"level":19,"column_value":"19"},{"level":2,"column_value":"2"},{"level":20,"column_value":"20"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"5"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"8"},{"level":9,"column_value":"9"}]},{"key":"srd_monk_martial-arts","name":"Martial Arts","desc":"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property.\r\n\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:\r\n\r\n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\r\n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\r\n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \r\n\r\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[{"level":1,"column_value":"1d4"},{"level":10,"column_value":"1d6"},{"level":11,"column_value":"1d8"},{"level":12,"column_value":"1d8"},{"level":13,"column_value":"1d8"},{"level":14,"column_value":"1d8"},{"level":15,"column_value":"1d8"},{"level":16,"column_value":"1d8"},{"level":17,"column_value":"1d10"},{"level":18,"column_value":"1d10"},{"level":19,"column_value":"1d10"},{"level":2,"column_value":"1d4"},{"level":20,"column_value":"1d10"},{"level":3,"column_value":"1d4"},{"level":4,"column_value":"1d4"},{"level":5,"column_value":"1d6"},{"level":6,"column_value":"1d6"},{"level":7,"column_value":"1d6"},{"level":8,"column_value":"1d6"},{"level":9,"column_value":"1d6"}]},{"key":"srd_monk_monastic-tradition","name":"Monastic Tradition","desc":"When you reach 3rd level, you commit yourself to a monastic tradition such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_perfect-self","name":"Perfect Self","desc":"At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_proficiencies","name":"Proficiencies","desc":"**Armor:** None\r\n**Weapons:** Simple weapons, shortswords\r\n**Tools:** Choose one type of artisan’s tools or one musical instrument\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_monk_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd_monk_purity-of-body","name":"Purity of Body","desc":"At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_slow-fall","name":"Slow Fall","desc":"Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_stillness-of-mind","name":"Stillness of Mind","desc":"Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_stunning-strike","name":"Stunning Strike","desc":"Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_timeless-body","name":"Timeless Body","desc":"At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_tongue-of-the-sun-and-moon","name":"Tongue of the Sun and Moon","desc":"Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_unarmored-defense","name":"Unarmored Defense","desc":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd_monk_unarmored-movement","name":"Unarmored Movement","desc":"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\r\n\r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"+20 ft."},{"level":11,"column_value":"+20 ft."},{"level":12,"column_value":"+20 ft."},{"level":13,"column_value":"+20 ft."},{"level":14,"column_value":"+25 ft."},{"level":15,"column_value":"+25 ft."},{"level":16,"column_value":"+25 ft."},{"level":17,"column_value":"+25 ft."},{"level":18,"column_value":"+30 ft."},{"level":19,"column_value":"+30 ft."},{"level":2,"column_value":"+10 ft."},{"level":20,"column_value":"+30 ft."},{"level":3,"column_value":"+10 ft."},{"level":4,"column_value":"+10 ft."},{"level":5,"column_value":"+10 ft."},{"level":6,"column_value":"+15 ft."},{"level":7,"column_value":"+15 ft."},{"level":8,"column_value":"+15 ft."},{"level":9,"column_value":"+15 ft."}]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Monk level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per monk level after 1st"},"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Monk","desc":"","hit_dice":"D8","caster_type":null,"primary_abilities":[],"crossreferences":{"to":[]}},{"key":"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.","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","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.","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.","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.","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.","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.","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.","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.","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.","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.","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","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_ranger_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","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.","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]","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]","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]","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]","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]","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","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]","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.","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":"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.","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.","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.","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.","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","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.","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.","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","feature_type":"PROFICIENCIES","gained_at":[],"data_for_class_table":[]},{"key":"srd_rogue_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","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.","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.","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.","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.","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.","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.","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.","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":"srd-2024_bard","features":[{"key":"srd-2024_bard_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-spell-list","name":"Bard Spell List","desc":"This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.\n\n**Cantrips (Level 0)**\n\n|Spell|School|Special|\n|---|---|---|\n|Dancing Lights|Illusion|C|\n|Light|Evocation|—|\n|Mage Hand|Conjuration|—|\n|Mending|Transmutation|—|\n|Message|Transmutation|—|\n|Minor Illusion|Illusion|—|\n|Prestidigitation|Transmutation|—|\n|Starry Wisp|Evocation|—|\n|True Strike|Divination|—|\n|Vicious Mockery|Enchantment|—|\n\n**Level 1**\n\n|Spell|School|Special|\n|---|---|---|\n|Animal Friendship|Enchantment|—|\n|Bane|Enchantment|C|\n|Charm Person|Enchantment|—|\n|Color Spray|Illusion|—|\n|Command|Enchantment|—|\n|Comprehend Languages|Divination|R|\n|Cure Wounds|Abjuration|—|\n|Detect Magic|Divination|C, R|\n|Disguise Self|Illusion|—|\n|Dissonant Whispers|Enchantment|—|\n|Faerie Fire|Evocation|C|\n|Feather Fall|Transmutation|—|\n|Healing Word|Abjuration|—|\n|Heroism|Enchantment|C|\n|Hideous Laughter|Enchantment|C|\n|Identify|Divination|R, M|\n|Illusory Script|Illusion|R, M|\n|Longstrider|Transmutation|—|\n|Silent Image|Illusion|C|\n|Sleep|Enchantment|C|\n|Speak with Animals|Divination|R|\n|Thunderwave|Evocation|—|\n|Unseen Servant|Conjuration|R|\n\n**Level 2**\n\n|Spell|School|Special|\n|---|---|---|\n|Aid|Abjuration|—|\n|Animal Messenger|Enchantment|R|\n|Blindness/Deafness|Transmutation|—|\n|Calm Emotions|Enchantment|C|\n|Detect Thoughts|Divination|C|\n|Enhance Ability|Transmutation|C|\n|Enlarge/Reduce|Transmutation|C|\n|Enthrall|Enchantment|C|\n|Heat Metal|Transmutation|C|\n|Hold Person|Enchantment|C|\n|Invisibility|Illusion|C|\n|Knock|Transmutation|—|\n|Lesser Restoration|Abjuration|—|\n|Locate Animals or Plants|Divination|R|\n|Locate Object|Divination|C|\n|Magic Mouth|Illusion|R, M|\n|Mirror Image|Illusion|—|\n|See Invisibility|Divination|—|\n|Shatter|Evocation|—|\n|Silence|Illusion|C, R|\n|Suggestion|Enchantment|C|\n|Zone of Truth|Enchantment|—|\n\n**Level 3**\n\n|Spell|School|Special|\n|---|---|---|\n|Bestow Curse|Necromancy|C|\n|Clairvoyance|Divination|C, M|\n|Dispel Magic|Abjuration|—|\n|Fear|Illusion|C|\n|Glyph of Warding|Abjuration|M|\n|Hypnotic Pattern|Illusion|C|\n|Major Image|Illusion|C|\n|Mass Healing Word|Abjuration|—|\n|Nondetection|Abjuration|M|\n|Plant Growth|Transmutation|—|\n|Sending|Divination|—|\n|Slow|Transmutation|C|\n|Speak with Dead|Necromancy|—|\n|Speak with Plants|Transmutation|—|\n|Stinking Cloud|Conjuration|C|\n|Tiny Hut|Evocation|R|\n|Tongues|Divination|—|\n\n**Level 4**\n\n|Spell|School|Special|\n|---|---|---|\n|Charm Monster|Enchantment|—|\n|Compulsion|Enchantment|C|\n|Confusion|Enchantment|C|\n|Dimension Door|Conjuration|—|\n|Freedom of Movement|Abjuration|—|\n|Greater Invisibility|Illusion|C|\n|Hallucinatory Terrain|Illusion|—|\n|Locate Creature|Divination|C|\n|Phantasmal Killer|Illusion|C|\n|Polymorph|Transmutation|C|\n\n**Level 5**\n\n|Spell|School|Special|\n|---|---|---|\n|Animate Objects|Transmutation|C|\n|Awaken|Transmutation|M|\n|Dominate Person|Enchantment|C|\n|Dream|Illusion|—|\n|Geas|Enchantment|—|\n|Greater Restoration|Abjuration|M|\n|Hold Monster|Enchantment|C|\n|Legend Lore|Divination|M|\n|Mass Cure Wounds|Abjuration|—|\n|Mislead|Illusion|C|\n|Modify Memory|Enchantment|C|\n|Planar Binding|Abjuration|M|\n|Raise Dead|Necromancy|M|\n|Scrying|Divination|C, M|\n|Seeming|Illusion|—|\n|Telepathic Bond|Divination|R|\n|Teleportation Circle|Conjuration|M|\n\n**Level 6**\n\n|Spell|School|Special|\n|---|---|---|\n|Eyebite|Necromancy|C|\n|Find the Path|Divination|C, M|\n|Guards and Wards|Abjuration|M|\n|Heroes' Feast|Conjuration|M|\n|Irresistible Dance|Enchantment|C|\n|Mass Suggestion|Enchantment|—|\n|Programmed Illusion|Illusion|M|\n|True Seeing|Divination|M|\n\n**Level 7**\n\n|Spell|School|Special|\n|---|---|---|\n|Arcane Sword|Evocation|C, M|\n|Etherealness|Conjuration|—|\n|Forcecage|Evocation|C, M|\n|Magnificent Mansion|Conjuration|M|\n|Mirage Arcane|Illusion|—|\n|Prismatic Spray|Evocation|—|\n|Project Image|Illusion|C, M|\n|Regenerate|Transmutation|—|\n|Resurrection|Necromancy|M|\n|Symbol|Abjuration|M|\n|Teleport|Conjuration|—|\n\n**Level 8**\n\n|Spell|School|Special|\n|---|---|---|\n|Antipathy/Sympathy|Enchantment|—|\n|Befuddlement|Enchantment|—|\n|Dominate Monster|Enchantment|C|\n|Glibness|Enchantment|—|\n|Mind Blank|Abjuration|—|\n|Power Word Stun|Enchantment|—|\n\n**Level 9**\n\n|Spell|School|Special|\n|---|---|---|\n|Foresight|Divination|—|\n|Power Word Heal|Enchantment|—|\n|Power Word Kill|Enchantment|—|\n|Prismatic Wall|Abjuration|—|\n|True Polymorph|Transmutation|C|","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bard-subclass","name":"Bard Subclass","desc":"You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_bardic-die","name":"Bardic Die","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"D6"},{"level":10,"column_value":"D10"},{"level":11,"column_value":"D10"},{"level":12,"column_value":"D10"},{"level":13,"column_value":"D10"},{"level":14,"column_value":"D10"},{"level":15,"column_value":"D12"},{"level":16,"column_value":"D12"},{"level":17,"column_value":"D12"},{"level":18,"column_value":"D12"},{"level":19,"column_value":"D12"},{"level":2,"column_value":"D6"},{"level":20,"column_value":"D12"},{"level":3,"column_value":"D6"},{"level":4,"column_value":"D6"},{"level":5,"column_value":"D8"},{"level":6,"column_value":"D8"},{"level":7,"column_value":"D8"},{"level":8,"column_value":"D8"},{"level":9,"column_value":"D8"}]},{"key":"srd-2024_bard_bardic-inspiration","name":"Bardic Inspiration","desc":"You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.\n\n**Using Bardic Inspiration.** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.\n\nOnce within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.\n\n**Number of Uses.** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**At Higher Levels.** Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_cantrips","name":"Cantrips","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_core-traits","name":"Core Bard Traits","desc":"|||\n|---|---|\n|Primary Ability|Charisma|\n|Hit Point Die|D8 per Bard level|\n|Saving Throw Proficiencies|Dexterity and Charisma|\n|Skill Proficiencies|Choose any 3 skills|\n|Weapon Proficiencies|Simple weapons|\n|Tool Proficiencies|Choose 3 Musical Instruments|\n|Armor Training|Light armor|\n|Starting Equipment|Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_bard_countercharm","name":"Countercharm","desc":"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_expertise","name":"Expertise","desc":"You gain Expertise (see \"Rules Glossary\") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_font-of-inspiration","name":"Font of Inspiration","desc":"You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_jack-of-all-trades","name":"Jack of All Trades","desc":"You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_magical-secrets","name":"Magical Secrets","desc":"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_prepared-spells","name":"Prepared Spells","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"4"},{"level":10,"column_value":"15"},{"level":11,"column_value":"16"},{"level":12,"column_value":"16"},{"level":13,"column_value":"17"},{"level":14,"column_value":"17"},{"level":15,"column_value":"18"},{"level":16,"column_value":"18"},{"level":17,"column_value":"19"},{"level":18,"column_value":"20"},{"level":19,"column_value":"21"},{"level":2,"column_value":"5"},{"level":20,"column_value":"22"},{"level":3,"column_value":"6"},{"level":4,"column_value":"7"},{"level":5,"column_value":"9"},{"level":6,"column_value":"10"},{"level":7,"column_value":"11"},{"level":8,"column_value":"12"},{"level":9,"column_value":"14"}]},{"key":"srd-2024_bard_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_bard_slots-1st","name":"1st","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"3"},{"level":20,"column_value":"4"},{"level":3,"column_value":"4"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"}]},{"key":"srd-2024_bard_slots-2nd","name":"2nd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-3rd","name":"3rd","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":5,"column_value":"2"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-4th","name":"4th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"3"},{"level":11,"column_value":"3"},{"level":12,"column_value":"3"},{"level":13,"column_value":"3"},{"level":14,"column_value":"3"},{"level":15,"column_value":"3"},{"level":16,"column_value":"3"},{"level":17,"column_value":"3"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":7,"column_value":"1"},{"level":8,"column_value":"2"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_bard_slots-5th","name":"5th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"2"},{"level":11,"column_value":"2"},{"level":12,"column_value":"2"},{"level":13,"column_value":"2"},{"level":14,"column_value":"2"},{"level":15,"column_value":"2"},{"level":16,"column_value":"2"},{"level":17,"column_value":"2"},{"level":18,"column_value":"3"},{"level":19,"column_value":"3"},{"level":20,"column_value":"3"},{"level":9,"column_value":"1"}]},{"key":"srd-2024_bard_slots-6th","name":"6th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":11,"column_value":"1"},{"level":12,"column_value":"1"},{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"2"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-7th","name":"7th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":13,"column_value":"1"},{"level":14,"column_value":"1"},{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"2"}]},{"key":"srd-2024_bard_slots-8th","name":"8th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":15,"column_value":"1"},{"level":16,"column_value":"1"},{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_slots-9th","name":"9th","desc":"[Column data]","feature_type":"SPELL_SLOTS","gained_at":[],"data_for_class_table":[{"level":17,"column_value":"1"},{"level":18,"column_value":"1"},{"level":19,"column_value":"1"},{"level":20,"column_value":"1"}]},{"key":"srd-2024_bard_spellcasting","name":"Spellcasting","desc":"You have learned to cast spells through your bardic arts. See \"Spells\" for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.\n\n**Cantrips.** You know two cantrips of your choice from the Bard spell list. *Dancing Lights* and *Vicious Mockery* are recommended.\n\nWhenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.\n\nWhen you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.\n\n**Spell Slots.** The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\n**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. *Charm Person*, *Color Spray*, *Dissonant Whispers*, and *Healing Word* are recommended.\n\nThe number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\n\nIf another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.\n\n**Changing Your Prepared Spells.** Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.\n\n**Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells.\n\n**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_superior-inspiration","name":"Superior Inspiration","desc":"When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_bard_words-of-creation","name":"Words of Creation","desc":"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Bard level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per bard level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Charisma"},{"name":"Dexterity"}],"subclass_of":null,"name":"Bard","desc":"","hit_dice":"D8","caster_type":"FULL","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_fighter","features":[{"key":"srd-2024_fighter_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":14,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":6,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_action-surge","name":"Action Surge","desc":"You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.\n\nOnce you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":"one use"},{"level":17,"detail":"two uses"}],"data_for_class_table":[]},{"key":"srd-2024_fighter_core-traits","name":"Core Fighter Traits","desc":"|||\n|---|---|\n|Primary Ability|Strength or Dexterity|\n|Hit Point Die|D10 per Fighter level|\n|Saving Throw Proficiencies|Strength and Constitution|\n|Skill Proficiencies|Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival|\n|Weapon Proficiencies|Simple and Martial weapons|\n|Armor Training|Light, Medium, and Heavy armor and Shields|\n|Starting Equipment|Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_fighter_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_fighter-subclass","name":"Fighter Subclass","desc":"You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_fighting-style","name":"Fighting Style","desc":"You have honed your martial prowess and gain a Fighting Style feat of your choice (see \"Feats\"). Defense is recommended.\n\nWhenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_indomitable","name":"Indomitable","desc":"If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":"one use"},{"level":17,"detail":"three uses"},{"level":13,"detail":"two uses"}],"data_for_class_table":[]},{"key":"srd-2024_fighter_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_fighter_second-wind","name":"Second Wind","desc":"You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.\n\nYou can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\n\nWhen you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_second-wind-uses","name":"Second Wind","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"2"},{"level":10,"column_value":"4"},{"level":11,"column_value":"4"},{"level":12,"column_value":"4"},{"level":13,"column_value":"4"},{"level":14,"column_value":"4"},{"level":15,"column_value":"4"},{"level":16,"column_value":"4"},{"level":17,"column_value":"4"},{"level":18,"column_value":"4"},{"level":19,"column_value":"4"},{"level":2,"column_value":"2"},{"level":20,"column_value":"4"},{"level":3,"column_value":"2"},{"level":4,"column_value":"3"},{"level":5,"column_value":"3"},{"level":6,"column_value":"3"},{"level":7,"column_value":"3"},{"level":8,"column_value":"3"},{"level":9,"column_value":"3"}]},{"key":"srd-2024_fighter_studied-attacks","name":"Studdied Attacks","desc":"You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_tactical-master","name":"Tactical Master","desc":"When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_tactical-mind","name":"Tactical Mind","desc":"You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_tactical-shift","name":"Tactical Shift","desc":"Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_three-extra-attacks","name":"Three Extra Attacks","desc":"You can attack four times instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_two-extra-attacks","name":"Two Extra Attacks","desc":"You can attack three times instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":11,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_weapon-mastery","name":"Weapon Mastery","desc":"Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.\n\nWhen you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_fighter_weapon-mastery-count","name":"Weapon Mastery","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"3"},{"level":10,"column_value":"5"},{"level":11,"column_value":"5"},{"level":12,"column_value":"5"},{"level":13,"column_value":"5"},{"level":14,"column_value":"5"},{"level":15,"column_value":"5"},{"level":16,"column_value":"6"},{"level":17,"column_value":"6"},{"level":18,"column_value":"6"},{"level":19,"column_value":"6"},{"level":2,"column_value":"3"},{"level":20,"column_value":"6"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"4"},{"level":6,"column_value":"4"},{"level":7,"column_value":"4"},{"level":8,"column_value":"4"},{"level":9,"column_value":"4"},{"level":1,"column_value":"3"}]}],"hit_points":{"hit_dice":"D10","hit_dice_name":"1D10 per Fighter level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1D10 (or 6) + your Constitution modifier per fighter level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Strength"}],"subclass_of":null,"name":"Fighter","desc":"","hit_dice":"D10","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-2024_monk","features":[{"key":"srd-2024_monk_ability-score-improvement","name":"Ability Score Improvement","desc":"You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":12,"detail":null},{"level":16,"detail":null},{"level":4,"detail":null},{"level":8,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_acrobatic-movement","name":"Acrobatic Movement","desc":"While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":9,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_body-and-mind","name":"Body and Mind","desc":"You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":20,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_core-traits","name":"Core Monk Traits","desc":"|||\n|---|---|\n|Primary Ability|Dexterity and Wisdom|\n|Hit Point Die|D8 per Monk level|\n|Saving Throw Proficiencies|Strength and Dexterity|\n|Skill Proficiencies|Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth|\n|Weapon Proficiencies|Simple weapons and Martial weapons that have the Light property|\n|Tool Proficiencies|Choose one type of Artisan's Tools or Musical Instrument|\n|Armor Training|None|\n|Starting Equipment|Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP|","feature_type":"CORE_TRAITS_TABLE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_monk_deflect-attacks","name":"Deflect Attacks","desc":"When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.\n\nIf you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[],"data_for_class_table":[]},{"key":"srd-2024_monk_deflect-energy","name":"Deflect Energy","desc":"You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":13,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_disciplined-survivor","name":"Disciplined Survivor","desc":"Your physical and mental discipline grant you proficiency in all saving throws.\n\nAdditionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":14,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_empowered-strikes","name":"Empowered Strikes","desc":"Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":6,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_epic-boon","name":"Epic Boon","desc":"You gain an Epic Boon feat (see \"Feats\") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":19,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_evasion","name":"Evasion","desc":"When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.\n\nYou don't benefit from this feature if you have the Incapacitated condition.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":7,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_extra-attack","name":"Extra Attack","desc":"You can attack twice instead of once whenever you take the Attack action on your turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_focus-points","name":"Focus Points","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":10,"column_value":"10"},{"level":11,"column_value":"11"},{"level":12,"column_value":"12"},{"level":13,"column_value":"13"},{"level":14,"column_value":"14"},{"level":15,"column_value":"15"},{"level":16,"column_value":"16"},{"level":17,"column_value":"17"},{"level":18,"column_value":"18"},{"level":19,"column_value":"19"},{"level":2,"column_value":"2"},{"level":20,"column_value":"20"},{"level":3,"column_value":"3"},{"level":4,"column_value":"4"},{"level":5,"column_value":"5"},{"level":6,"column_value":"6"},{"level":7,"column_value":"7"},{"level":8,"column_value":"8"},{"level":9,"column_value":"9"}]},{"key":"srd-2024_monk_heightened-focus","name":"Heightened Focus","desc":"Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.\n\n**Flurry of Blows.** You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.\n\n**Patient Defense.** When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.\n\n**Step of the Wind.** When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_martial-arts","name":"Martial Arts","desc":"Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:\n\n- Simple Melee weapons\n- Martial Melee weapons that have the Light property\n\nYou gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.\n\n**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action.\n\n**Martial Arts Die.** You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.\n\n**Dexterous Attacks.** You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_martial-arts-dice","name":"Martial Arts","desc":"[Column data]","feature_type":"CLASS_TABLE_DATA","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"1d6"},{"level":10,"column_value":"1d8"},{"level":11,"column_value":"1d10"},{"level":12,"column_value":"1d10"},{"level":13,"column_value":"1d10"},{"level":14,"column_value":"1d10"},{"level":15,"column_value":"1d10"},{"level":16,"column_value":"1d10"},{"level":17,"column_value":"1d12"},{"level":18,"column_value":"1d12"},{"level":19,"column_value":"1d12"},{"level":2,"column_value":"1d6"},{"level":20,"column_value":"1d12"},{"level":3,"column_value":"1d6"},{"level":4,"column_value":"1d6"},{"level":5,"column_value":"1d8"},{"level":6,"column_value":"1d8"},{"level":7,"column_value":"1d8"},{"level":8,"column_value":"1d8"},{"level":9,"column_value":"1d8"}]},{"key":"srd-2024_monk_monk-subclass","name":"Monk Subclass","desc":"You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_monks-focus","name":"Monk's Focus","desc":"Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.\n\nYou can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.\n\nWhen you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.\n\nSome features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.\n\n**Flurry of Blows.** You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.\n\n**Patient Defense.** You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.\n\n**Step of the Wind.** You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_perfect-focus","name":"Perfect Focus","desc":"When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":15,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_proficiency-bonus","name":"Proficiency Bonus","desc":"[Column data]","feature_type":"PROFICIENCY_BONUS","gained_at":[],"data_for_class_table":[{"level":1,"column_value":"+2"},{"level":10,"column_value":"+4"},{"level":11,"column_value":"+4"},{"level":12,"column_value":"+4"},{"level":13,"column_value":"+5"},{"level":14,"column_value":"+5"},{"level":15,"column_value":"+5"},{"level":16,"column_value":"+5"},{"level":17,"column_value":"+6"},{"level":18,"column_value":"+6"},{"level":19,"column_value":"+6"},{"level":2,"column_value":"+2"},{"level":20,"column_value":"+6"},{"level":3,"column_value":"+2"},{"level":4,"column_value":"+2"},{"level":5,"column_value":"+3"},{"level":6,"column_value":"+3"},{"level":7,"column_value":"+3"},{"level":8,"column_value":"+3"},{"level":9,"column_value":"+4"}]},{"key":"srd-2024_monk_self-restoration","name":"Self-Restoration","desc":"Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.\n\nIn addition, forgoing food and drink doesn't give you levels of Exhaustion.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":10,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_slow-fall","name":"Slow Fall","desc":"You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":4,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_stunning-strike","name":"Stunning Strike","desc":"Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":3,"detail":null},{"level":5,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_superior-defense","name":"Superior Defense","desc":"At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":18,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_unarmored-defense","name":"Unarmored Defense","desc":"While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":1,"detail":null}],"data_for_class_table":[]},{"key":"srd-2024_monk_unarmored-movement","name":"Unarmoed Movement","desc":"Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null},{"level":2,"detail":null}],"data_for_class_table":[{"level":10,"column_value":"+20 ft."},{"level":11,"column_value":"+20 ft."},{"level":12,"column_value":"+20 ft."},{"level":13,"column_value":"+20 ft."},{"level":14,"column_value":"+25 ft."},{"level":15,"column_value":"+25 ft."},{"level":16,"column_value":"+25 ft."},{"level":17,"column_value":"+25 ft."},{"level":18,"column_value":"+30 ft."},{"level":19,"column_value":"+30 ft."},{"level":2,"column_value":"+10 ft."},{"level":20,"column_value":"+30 ft."},{"level":3,"column_value":"+10 ft."},{"level":4,"column_value":"+10 ft."},{"level":5,"column_value":"+10 ft."},{"level":6,"column_value":"+15 ft."},{"level":7,"column_value":"+15 ft."},{"level":8,"column_value":"+15 ft."},{"level":9,"column_value":"+15 ft."}]},{"key":"srd-2024_monk_uncanny-metabolism","name":"Uncanny Metabolism","desc":"When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest.","feature_type":"CLASS_LEVEL_FEATURE","gained_at":[{"level":2,"detail":null}],"data_for_class_table":[]}],"hit_points":{"hit_dice":"D8","hit_dice_name":"1D8 per Monk level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1D8 (or 5) + your Constitution modifier per monk level after 1st"},"document":{"name":"System Reference Document 5.2","key":"srd-2024","type":"SOURCE","display_name":"5e 2024 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2024","key":"5e-2024"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"saving_throws":[{"name":"Dexterity"},{"name":"Wisdom"}],"subclass_of":null,"name":"Monk","desc":"","hit_dice":"D8","caster_type":"NONE","primary_abilities":[],"crossreferences":{"to":[]}},{"key":"srd-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.","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|","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.\"","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.","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.","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.","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.","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]","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.","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.","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.","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.","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*.","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]","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]","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.","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*.","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.","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]","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]","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]","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]","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]","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|","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.","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.","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.","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":[]}}]}